Chun-Hao P. Huang

dblp:289/7223 · DBLP profile ↗
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11ranked-venue papers
2as first author
10since 2021 · last 2025
0000-0002-1268-6527ORCID · corroborated

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Artificial intelligence and machine learning · 11 · 2 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 1 first-author · 10 since 2021
YearPublicationVenuePosition
2025 Track4Gen: Teaching Video Diffusion Models to Track Points Improves Video Generation
abstract
While recent foundational video generators produce visually rich output, they still struggle with appearance drift, where objects gradually degrade or change inconsistently across frames, breaking visual coherence. We hypothesize that this is because there is no explicit supervision in terms of spatial tracking at the feature level. We propose Track4Gen, a spatially aware video generator that combines video diffusion loss with point tracking across frames, providing enhanced spatial supervision on the diffusion features. Track4Gen merges the video generation and point tracking tasks into a single network by making minimal changes to existing video generation architectures. Using Stable Video Diffusion [4] as a backbone, Track4Gen demonstrates that it is possible to unify video generation and point tracking, which are typically handled as separate tasks. Our extensive evaluations show that Track4Gen effectively reduces appearance drift, resulting in temporally stable and visually coherent video generation. Project page: hyeonho99.github.io/track4gen
Hyeonho Jeong, Chun-Hao P. Huang, Jong Chul Ye, Niloy J. Mitra, Duygu Ceylan
CVPR2
2023 3D Human Pose Estimation via Intuitive Physics
abstract
Estimating 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
CVPR3
2023 MIME: Human-Aware 3D Scene Generation
abstract
Generating realistic 3D worlds occupied by moving humans has many applications in games, architecture, and synthetic data creation. But generating such scenes is expensive and labor intensive. Recent work generates human poses and motions given a 3D scene. Here, we take the opposite approach and generate 3D indoor scenes given 3D human motion. Such motions can come from archival motion capture or from IMU sensors worn on the body, effectively turning human movement into a “scanner” of the 3D world. Intuitively, human movement indicates the free-space in a room and human contact indicates surfaces or objects that support activities such as sitting, lying or touching. We propose MIME (Mining Interaction and Movement to infer 3D Environments), which is a generative model of indoor scenes that produces furniture layouts that are consistent with the human movement. MIME uses an auto-regressive transformer architecture that takes the already generated objects in the scene as well as the human motion as input, and outputs the next plausible object. To train MIME, we build a dataset by populating the 3D FRONT scene dataset with 3D humans. Our experiments show that MIME produces more diverse and plausible 3D scenes than a recent generative scene method that does not know about human movement. Code and data are available for research at https://mime.is.tue.mpg.de.
Hongwei Yi, Chun-Hao P. Huang, Shashank Tripathi, Lea Hering, Justus Thies, Michael J. Black
CVPR2
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
CVPR3
2022 Capturing and Inferring Dense Full-Body Human-Scene Contact
abstract
Inferring human-scene contact (HSC) is the first step toward understanding how humans interact with their surroundings. While detecting 2D human-object interaction (HOI) and reconstructing 3D human pose and shape (HPS) have enjoyed significant progress, reasoning about 3D human-scene contact from a single image is still challenging. Existing HSC detection methods consider only a few types of predefined contact, often reduce the body and scene to a small number of primitives, and even overlook image evidence. To predict human-scene contact from a single image, we address the limitations above from both data and algorithmic perspectives. We capture a new dataset called RICH for “Real scenes, Interaction, Contact and Humans.” RICH contains multiview outdoor/indoor video sequences at 4K resolution, ground-truth 3D human bodies captured using markerless motion capture, 3D body scans, and high resolution 3D scene scans. A key feature of RICH is that it also contains accurate vertex-level contact labels on the body. Using RICH, we train a network that predicts dense body-scene contacts from a single RGB image. Our key insight is that regions in contact are always occluded so the network needs the ability to explore the whole image for evidence. We use a transformer to learn such non-local relationships and propose a new Body-Scene contact TRansfOrmer (BSTRO). Very few methods explore 3D contact; those that do focus on the feet only, detect foot contact as a post-processing step, or infer contact from body pose without looking at the scene. To our knowledge, BSTRO is the first method to directly estimate 3D body-scene contact from a single image. We demonstrate that BSTRO significantly outperforms the prior art. Our code and dataset are available for research purposes at: https://rich.is.tue.mpg.de.
Chun-Hao P. Huang, Hongwei Yi, Markus Höschle, Matvey Safroshkin, Tsvetelina Alexiadis, Senya Polikovsky, Daniel Scharstein, Michael J. Black
CVPR1
2022 Human-Aware Object Placement for Visual Environment Reconstruction
abstract
Humans are in constant contact with the world as they move through it and interact with it. This contact is a vital source of information for understanding 3D humans, 3D scenes, and the interactions between them. In fact, we demonstrate that these human-scene interactions (HSIs) can be leveraged to improve the 3D reconstruction of a scene from a monocular RGB video. Our key idea is that, as a person moves through a scene and interacts with it, we accumulate HSIs across multiple input images, and use these in optimizing the 3D scene to reconstruct a consistent, physically plausible, 3D scene layout. Our optimization-based approach exploits three types of HSI constraints: (1) humans who move in a scene are occluded by, or occlude, objects, thus constraining the depth ordering of the objects, (2) humans move throughfree space and do not interpenetrate objects, (3) when humans and objects are in contact, the contact surfaces occupy the same place in space. Using these constraints in an optimization formulation across all observations, we significantly improve 3D scene layout reconstruction. Furthermore, we show that our scene reconstruction can be used to refine the initial 3D human pose and shape (HPS) estimation. We evaluate the 3D scene layout reconstruction and HPS estimates qualitatively and quantitatively using the PROX and PiGraphs datasets. The code and data are available for research purposes at https://mover.is.tue.mpg.de.
Hongwei Yi, Chun-Hao P. Huang, Dimitrios Tzionas, Muhammed Kocabas, Mohamed Hassan 0003, Siyu Tang 0001, Justus Thies, Michael J. Black
CVPR2
2021 On Self-Contact and Human Pose
Lea Müller, Ahmed A. A. Osman, Siyu Tang 0001, Chun-Hao P. Huang, Michael J. Black
CVPR4
2021 AGORA: Avatars in Geography Optimized for Regression Analysis
abstract
While the accuracy of 3D human pose estimation from images has steadily improved on benchmark datasets, the best methods still fail in many real-world scenarios. This suggests that there is a domain gap between current datasets and common scenes containing people. To obtain ground-truth 3D pose, current datasets limit the complexity of clothing, environmental conditions, number of subjects, and occlusion. Moreover, current datasets evaluate sparse 3D joint locations corresponding to the major joints of the body, ignoring the hand pose and the face shape. To evaluate the current state-of-the-art methods on more challenging images, and to drive the field to address new problems, we introduce AGORA, a synthetic dataset with high realism and highly accurate ground truth. Here we use 4240 commercially-available, high-quality, textured human scans in diverse poses and natural clothing; this includes 257 scans of children. We create reference 3D poses and body shapes by fitting the SMPL-X body model (with face and hands) to the 3D scans, taking into account clothing. We create around 14K training and 3K test images by rendering between 5 and 15 people per image using either image-based lighting or rendered 3D environments, taking care to make the images physically plausible and photoreal. In total, AGORA consists of 173K individual person crops. We evaluate existing state-of-the-art methods for 3D human pose estimation on this dataset. and find that most methods perform poorly on images of children. Hence, we extend the SMPL-X model to better capture the shape of children. Additionally, we fine-tune methods on AGORA and show improved performance on both AGORA and 3DPW, confirming the realism of the dataset. We provide all the registered 3D reference training data, rendered images, and a web-based evaluation site at https://agora.is.tue.mpg.de/.
Priyanka Patel, Chun-Hao P. Huang, Joachim Tesch, David T. Hoffmann, Shashank Tripathi, Michael J. Black
CVPR2
2021 PARE: Part Attention Regressor for 3D Human Body Estimation
abstract
Despite significant progress, we show that state of the art 3D human pose and shape estimation methods remain sensitive to partial occlusion and can produce dramatically wrong predictions although much of the body is observable. To address this, we introduce a soft attention mechanism, called the Part Attention REgressor (PARE), that learns to predict body-part-guided attention masks. We observe that state-of-the-art methods rely on global feature representations, making them sensitive to even small occlusions. In contrast, PARE’s part-guided attention mechanism overcomes these issues by exploiting information about the visibility of individual body parts while leveraging information from neighboring body-parts to predict occluded parts. We show qualitatively that PARE learns sensible attention masks, and quantitative evaluation confirms that PARE achieves more accurate and robust reconstruction results than existing approaches on both occlusion-specific and standard benchmarks. The code and data are available for research purposes at https://pare.is.tue.mpg.de/
Muhammed Kocabas, Chun-Hao P. Huang, Otmar Hilliges, Michael J. Black
ICCV2
2021 SPEC: Seeing People in the Wild with an Estimated Camera
abstract
Due 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
ICCV2
2018 Tracking-by-Detection of 3D Human Shapes: From Surfaces to Volumes
abstract
3D Human shape tracking consists in fitting a template model to temporal sequences of visual observations. It usually comprises an association step, that finds correspondences between the model and the input data, and a deformation step, that fits the model to the observations given correspondences. Most current approaches follow the Iterative-Closest-Point (ICP) paradigm, where the association step is carried out by searching for the nearest neighbors. It fails when large deformations occur and errors in the association tend to propagate over time. In this paper, we propose a discriminative alternative for the association, that leverages random forests to infer correspondences in one shot. Regardless the choice of shape parameterizations, being surface or volumetric meshes, we convert 3D shapes to volumetric distance fields and thereby design features to train the forest. We investigate two ways to draw volumetric samples: voxels of regular grids and cells from Centroidal Voronoi Tessellation (CVT). While the former consumes considerable memory and in turn limits us to learn only subject-specific correspondences, the latter yields much less memory footprint by compactly tessellating the interior space of a shape with optimal discretization. This facilitates the use of larger cross-subject training databases, generalizes to different human subjects and hence results in less overfitting and better detection. The discriminative correspondences are successfully integrated to both surface and volumetric deformation frameworks that recover human shape poses, which we refer to as 'tracking-by-detection of 3D human shapes.' It allows for large deformations and prevents tracking errors from being accumulated. When combined with ICP for refinement, it proves to yield better accuracy in registration and more stability when tracking over time. Evaluations on existing datasets demonstrate the benefits with respect to the state-of-the-art.
Chun-Hao P. Huang, Benjamin Allain, Edmond Boyer, Jean-Sébastien Franco, Federico Tombari, Nassir Navab, Slobodan Ilic
IEEE Trans. Pattern Anal. Mach. Intell.1