EDBT 2026 Demo / reviewers in the wild / expert
Grégory Rogez
dblp:49/4408
· DBLP profile ↗
45ranked-venue papers
13as first author
23since 2021 · last 2025
0000-0002-2275-2129ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 40 · 12 first-author · 20 since 2021Graphics, computer vision, multimedia, augmented reality and games · 28 · 6 first-author · 14 since 2021Systems, architecture and hardware · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | HAMSt3R: Human-Aware Multi-View Stereo 3D ReconstructionabstractRecovering the 3D geometry of a scene from a sparse set of uncalibrated images is a long-standing problem in computer vision. While recent learning-based approaches such as DUSt3R and MASt3R have demonstrated impressive results by directly predicting dense scene geometry, they are primarily trained on outdoor scenes with static environments and struggle to handle human-centric scenarios. In this work, we introduce HAMSt3R, an extension of MASt3R for joint human and scene 3D reconstruction from sparse, uncalibrated multi-view images. First, we exploit DUNE, a strong image encoder obtained by distilling, among others, the encoders from MASt3R and from a state-of-the-art Human Mesh Recovery (HMR) model, multi-HMR, for a better understanding of scene geometry and human bodies. Our method then incorporates additional network heads to segment people, estimate dense correspondences via DensePose, and predict depth in human-centric environments, enabling a more comprehensive 3D reconstruction. By leveraging the outputs of our different heads, HAMSt3R produces a dense point map enriched with human semantic information in 3D. Unlike existing methods that rely on complex optimization pipelines, our approach is fully feed-forward and efficient, making it suitable for real-world applications. We evaluate our model on EgoHumans and EgoExo4D, two challenging benchmarks con taining diverse human-centric scenarios. Additionally, we validate its generalization to traditional multi-view stereo and multi-view pose regression tasks. Our results demonstrate that our method can reconstruct humans effectively while preserving strong performance in general 3D reconstruction tasks, bridging the gap between human and scene understanding in 3D vision. Sara Rojas 0001, Matthieu Armando, Bernard Ghanem, Philippe Weinzaepfel, Vincent Leroy 0003, Grégory Rogez |
ICCV | 6 |
| 2025 | PoseScript: Linking 3D Human Poses and Natural LanguageabstractNatural language plays a critical role in many computer vision applications, such as image captioning, visual question answering, and cross-modal retrieval, to provide fine-grained semantic information. Unfortunately, while human pose is key to human understanding, current 3D human pose datasets lack detailed language descriptions. To address this issue, we have introduced the PoseScript dataset. This dataset pairs more than six thousand 3D human poses from AMASS with rich human-annotated descriptions of the body parts and their spatial relationships. Additionally, to increase the size of the dataset to a scale that is compatible with data-hungry learning algorithms, we have proposed an elaborate captioning process that generates automatic synthetic descriptions in natural language from given 3D keypoints. This process extracts low-level pose information, known as "posecodes", using a set of simple but generic rules on the 3D keypoints. These posecodes are then combined into higher level textual descriptions using syntactic rules. With automatic annotations, the amount of available data significantly scales up (100k), making it possible to effectively pretrain deep models for finetuning on human captions. To showcase the potential of annotated poses, we present three multi-modal learning tasks that utilize the PoseScript dataset. Firstly, we develop a pipeline that maps 3D poses and textual descriptions into a joint embedding space, allowing for cross-modal retrieval of relevant poses from large-scale datasets. Secondly, we establish a baseline for a text-conditioned model generating 3D poses. Thirdly, we present a learned process for generating pose descriptions. These applications demonstrate the versatility and usefulness of annotated poses in various tasks and pave the way for future research in the field. Ginger Delmas, Philippe Weinzaepfel, Thomas Lucas 0002, Francesc Moreno-Noguer, Grégory Rogez |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2024 | Purposer: Putting Human Motion Generation in ContextabstractWe present a novel method to generate human motion to populate 3D indoor scenes. It can be controlled with various combinations of conditioning signals such as a path in a scene, target poses, past motions, and scenes represented as 3D point clouds. State-of-the-art methods are either models specialized to one single setting, require vast amounts of high-quality and diverse training data, or are unconditional models that do not integrate scene or other contextual information. As a consequence, they have limited applicability and rely on costly training data. To address these limitations, we propose a new method, dubbed Purposer, based on neural discrete representation learning. Our model is capable of exploiting, in a flexible manner, different types of information already present in open access large-scale datasets such as AMASS. First, we encode unconditional human motion into a discrete latent space. Second, an autoregressive generative model, conditioned with key contextual information, either with prompting or additive tokens, and trained for next-step prediction in this space, synthesizes sequences of latent indices. We further design a novel conditioning block to handle future conditioning information in such a causal model by using a network with two branches to compute separate stacks of features. In this manner, Purposer can generate realistic motion sequences in diverse test scenes. Through exhaustive evaluation, we demonstrate that our multi-contextual solution outperforms existing specialized approaches for specific contextual information, both in terms of quality and diversity. Our model is trained with short sequences, but a byproduct of being able to use various conditioning signals is that at test time different combinations can be used to chain short sequences together and generate long motions within a context scene. Nicolas Ugrinovic, Thomas Lucas 0002, Fabien Baradel, Philippe Weinzaepfel, Grégory Rogez, Francesc Moreno-Noguer |
3DV | 5 |
| 2024 | Cross-View and Cross-Pose Completion for 3D Human UnderstandingabstractHuman perception and understanding is a major domain of computer vision which, like many other vision subdo-mains recently, stands to gain from the use of large models pre-trained on large datasets. We hypothesize that the most common pre-training strategy of relying on general purpose, object-centric image datasets such as ImageNet, is limited by an important domain shift. On the other hand, collecting domain-specific ground truth such as 2D or 3D labels does not scale well. Therefore, we propose a pre-training approach based on self-supervised learning that works on human-centric data using only images. Our method uses pairs of images of humans: the first is partially masked and the model is trained to reconstruct the masked parts given the visible ones and a second image. It relies on both stereoscopic (cross-view) pairs, and tempo-ral (cross-pose) pairs taken from videos, in order to learn priors about 3D as well as human motion. We pre-train a model for body-centric tasks and one for hand-centric tasks. With a generic transformer architecture, these models outperform existing self-supervised pre-training methods on a wide set of human-centric downstream tasks, and obtain state-of-the-art performance for instance when fine-tuning for model-based and model-free human mesh recovery. Matthieu Armando, Salma Galaaoui, Fabien Baradel, Thomas Lucas 0002, Vincent Leroy 0003, Romain Brégier, Philippe Weinzaepfel, Grégory Rogez |
CVPR | 8 |
| 2024 | Multi-HMR: Multi-person Whole-Body Human Mesh Recovery in a Single Shot
Fabien Baradel, Matthieu Armando, Salma Galaaoui, Romain Brégier, Philippe Weinzaepfel, Grégory Rogez, Thomas Lucas 0002 |
ECCV (23) | 6 |
| 2024 | PoseEmbroider: Towards a 3D, Visual, Semantic-Aware Human Pose Representation
Ginger Delmas, Philippe Weinzaepfel, Francesc Moreno-Noguer, Grégory Rogez |
ECCV (71) | 4 |
| 2024 | Placing Objects in Context via Inpainting for Out-of-Distribution Segmentation
Pau de Jorge, Riccardo Volpi, Puneet K. Dokania, Philip Torr 0001, Grégory Rogez |
ECCV (45) | 5 |
| 2024 | SHOWMe: Robust object-agnostic hand-object 3D reconstruction from RGB video
Anilkumar Swamy, Vincent Leroy 0003, Philippe Weinzaepfel, Fabien Baradel, Salma Galaaoui, Romain Brégier, Matthieu Armando, Jean-Sébastien Franco, Grégory Rogez |
Comput. Vis. Image Underst. | 9 |
| 2023 | Reliability in Semantic Segmentation: Are we on the Right Track?abstractMotivated by the increasing popularity of transformers in computer vision, in recent times there has been a rapid development of novel architectures. While in-domain performance follows a constant, upward trend, properties like robustness or uncertainty estimation are less explored-leaving doubts about advances in model reliability. Studies along these axes exist, but they are mainly limited to classification models. In contrast, we carry out a study on semantic segmentation, a relevant task for many real-world applications where model reliability is paramount. We analyze a broad variety of models, spanning from older ResNet-based architectures to novel transformers and assess their reliability based on four metrics: robustness, calibration, misclassification detection and out-of-distribution (OOD) detection. We find that while recent models are significantly more robust, they are not overall more reliable in terms of uncertainty estimation. We further explore methods that can come to the rescue and show that improving calibration can also help with other uncertainty metrics such as misclassification or OOD detection. This is the first study on modern segmentation models focused on both robustness and uncertainty estimation and we hope it will help practitioners and researchers interested in this fundamental vision task11Code available at https://github.com/naver/relis. Pau de Jorge, Riccardo Volpi, Philip Torr 0001, Grégory Rogez |
CVPR | 4 |
| 2023 | PoseFix: Correcting 3D Human Poses with Natural LanguageabstractAutomatically producing instructions to modify one’s posture could open the door to endless applications, such as personalized coaching and in-home physical therapy. Tackling the reverse problem (i.e., refining a 3D pose based on some natural language feedback) could help for assisted 3D character animation or robot teaching, for instance. Although a few recent works explore the connections between natural language and 3D human pose, none focus on describing 3D body pose differences. In this paper, we tackle the problem of correcting 3D human poses with natural language. To this end, we introduce the Pose- Fix dataset, which consists of several thousand paired 3D poses and their corresponding text feedback, that describe how the source pose needs to be modified to obtain the target pose. We demonstrate the potential of this dataset on two tasks: (1) text-based pose editing, that aims at generating corrected 3D body poses given a query pose and a text modifier; and (2) correctional text generation, where instructions are generated based on the differences between two body poses. The dataset and the code are available at https://europe.naverlabs.com/research/computer-vision/posefix/. Ginger Delmas, Philippe Weinzaepfel, Francesc Moreno-Noguer, Grégory Rogez |
ICCV | 4 |
| 2023 | 4DHumanOutfit: A multi-subject 4D dataset of human motion sequences in varying outfits exhibiting large displacements
Matthieu Armando, Laurence Boissieux, Edmond Boyer, Jean-Sébastien Franco, Martin Humenberger, Christophe Legras, Vincent Leroy 0003, Mathieu Marsot, Julien Pansiot, Sergi Pujades, Rim Rekik, Grégory Rogez, Anilkumar Swamy, Stefanie Wuhrer |
Comput. Vis. Image Underst. | 12 |
| 2023 | PoseBERT: A Generic Transformer Module for Temporal 3D Human ModelingabstractTraining state-of-the-art models for human pose estimation in videos requires datasets with annotations that are really hard and expensive to obtain. Although transformers have been recently utilized for body pose sequence modeling, related methods rely on pseudo-ground truth to augment the currently limited training data available for learning such models. In this paper, we introduce PoseBERT, a transformer module that is fully trained on 3D Motion Capture (MoCap) data via masked modeling. It is simple, generic and versatile, as it can be plugged on top of any image-based model to transform it in a video-based model leveraging temporal information. We showcase variants of PoseBERT with different inputs varying from 3D skeleton keypoints to rotations of a 3D parametric model for either the full body (SMPL) or just the hands (MANO). Since PoseBERT training is task agnostic, the model can be applied to several tasks such as pose refinement, future pose prediction or motion completion without finetuning. Our experimental results validate that adding PoseBERT on top of various state-of-the-art pose estimation methods consistently improves their performances, while its low computational cost allows us to use it in a real-time demo for smoothly animating a robotic hand via a webcam. Test code and models are available at https://github.com/naver/posebert. Fabien Baradel, Romain Brégier, Thibault Groueix, Philippe Weinzaepfel, Yannis Kalantidis, Grégory Rogez |
IEEE Trans. Pattern Anal. Mach. Intell. | 6 |
| 2022 | MonoNHR: Monocular Neural Human RendererabstractExisting neural human rendering methods struggle with a single image input due to the lack of information in in-visible areas and the depth ambiguity of pixels in visible areas. In this regard, we propose Monocular Neural Human Renderer (MonoNHR), a novel approach that renders robust free-viewpoint images of an arbitrary human given only a single image. MonoNHR is the first method that (i) renders human subjects never seen during training in a monocular setup, and (ii) is trained in a weakly-supervised manner without geometry supervision. First, we propose to disentangle 3D geometry and texture features and to condition the texture inference on the 3D geometry features. Second, we introduce a Mesh Inpainter module that inpaints the occluded parts exploiting human structural priors such as symmetry. Experiments on ZJU-MoCap, AIST and HUMBI datasets show that our approach significantly outperforms the recent methods adapted to the monocular case. Hongsuk Choi, Gyeongsik Moon, Matthieu Armando, Vincent Leroy 0003, Kyoung Mu Lee, Grégory Rogez |
3DV | 6 |
| 2022 | Barely-Supervised Learning: Semi-supervised Learning with Very Few Labeled ImagesabstractThis paper tackles the problem of semi-supervised learning when the set of labeled samples is limited to a small number of images per class, typically less than 10, problem that we refer to as barely-supervised learning. We analyze in depth the behavior of a state-of-the-art semi-supervised method, FixMatch, which relies on a weakly-augmented version of an image to obtain supervision signal for a more strongly-augmented version. We show that it frequently fails in barely-supervised scenarios, due to a lack of training signal when no pseudo-label can be predicted with high confidence. We propose a method to leverage self-supervised methods that provides training signal in the absence of confident pseudo-labels. We then propose two methods to refine the pseudo-label selection process which lead to further improvements.The first one relies on a per-sample history of the model predictions, akin to a voting scheme. The second iteratively up-dates class-dependent confidence thresholds to better explore classes that are under-represented in the pseudo-labels. Our experiments show that our approach performs significantly better on STL-10 in the barely-supervised regime,e.g. with 4 or 8 labeled images per class. Thomas Lucas 0002, Philippe Weinzaepfel, Grégory Rogez |
AAAI | 3 |
| 2022 | PoseScript: 3D Human Poses from Natural Language
Ginger Delmas, Philippe Weinzaepfel, Thomas Lucas 0002, Francesc Moreno-Noguer, Grégory Rogez |
ECCV (6) | 5 |
| 2022 | PoseGPT: Quantization-Based 3D Human Motion Generation and Forecasting
Thomas Lucas 0002, Fabien Baradel, Philippe Weinzaepfel, Grégory Rogez |
ECCV (6) | 4 |
| 2022 | Make Some Noise: Reliable and Efficient Single-Step Adversarial TrainingabstractRecently, Wong et al. (2020) showed that adversarial training with single-step FGSM leads to a characteristic failure mode named catastrophic overfitting (CO), in which a model becomes suddenly vulnerable to multi-step attacks. Experimentally they showed that simply adding a random perturbation prior to FGSM (RS-FGSM) could prevent CO. However, Andriushchenko & Flammarion (2020) observed that RS-FGSM still leads to CO for larger perturbations, and proposed a computationally expensive regularizer (GradAlign) to avoid it. In this work, we methodically revisit the role of noise and clipping in single-step adversarial training. Contrary to previous intuitions, we find that using a stronger noise around the clean sample combined with \textit{not clipping} is highly effective in avoiding CO for large perturbation radii. We then propose Noise-FGSM (N-FGSM) that, while providing the benefits of single-step adversarial training, does not suffer from CO. Empirical analyses on a large suite of experiments show that N-FGSM is able to match or surpass the performance of previous state of-the-art GradAlign while achieving 3$\times$ speed-up. Pau de Jorge, Adel Bibi, Riccardo Volpi, Amartya Sanyal, Philip Torr 0001, Grégory Rogez, Puneet K. Dokania |
NeurIPS | 6 |
| 2022 | Preface to the Special Issue on Human Pose, Motion, Activities and Shape in 3D
Manuel J. Marín-Jiménez, Javier Romero 0002, Hao Li 0015, Grégory Rogez |
Int. J. Comput. Vis. | 4 |
| 2021 | Leveraging MoCap Data for Human Mesh RecoveryabstractTraining state-of-the-art models for human body pose and shape recovery from images or videos requires datasets with corresponding annotations that are really hard and expensive to obtain. Our goal in this paper is to study whether poses from 3D Motion Capture (MoCap) data can be used to improve image-based and video-based human mesh recovery methods. We find that fine-tune image-based models with synthetic renderings from MoCap data can increase their performance, by providing them with a wider variety of poses, textures and backgrounds. In fact, we show that simply fine-tuning the batch normalization layers of the model is enough to achieve large gains. We further study the use of MoCap data for video, and introduce PoseBERT, a transformer module that directly regresses the pose parameters and is trained via masked modeling. It is simple, generic and can be plugged on top of any state-of-the-art image-based model in order to transform it in a video-based model leveraging temporal information. Our experimental results show that the proposed approaches reach state-of-the-art performance on various datasets including 3DPW, MPI-INF-3DHP, MuPoTS-3D, MCB and AIST. Fabien Baradel, Thibault Groueix, Philippe Weinzaepfel, Romain Brégier, Yannis Kalantidis, Grégory Rogez |
3DV | 6 |
| 2021 | Continual Adaptation of Visual Representations via Domain Randomization and Meta-LearningabstractMost standard learning approaches lead to fragile models which are prone to drift when sequentially trained on samples of a different nature—the well-known catastrophic forgetting issue. In particular, when a model consecutively learns from different visual domains, it tends to forget the past domains in favor of the most recent ones. In this context, we show that one way to learn models that are inherently more robust against forgetting is domain randomization—for vision tasks, randomizing the current domain’s distribution with heavy image manipulations. Building on this result, we devise a meta-learning strategy where a regularizer explicitly penalizes any loss associated with transferring the model from the current domain to different "auxiliary" meta-domains, while also easing adaptation to them. Such meta-domains are also generated through randomized image manipulations. We empirically demonstrate in a variety of experiments—spanning from classification to semantic segmentation—that our approach results in models that are less prone to catastrophic forgetting when transferred to new domains. Riccardo Volpi, Diane Larlus, Grégory Rogez |
CVPR | 3 |
| 2021 | Progressive Skeletonization: Trimming more fat from a network at initialization
Pau de Jorge, Amartya Sanyal, Harkirat S. Behl, Philip Torr 0001, Grégory Rogez, Puneet K. Dokania |
ICLR | 5 |
| 2021 | Multi-FinGAN: Generative Coarse-To-Fine Sampling of Multi-Finger GraspsabstractWhile there exists many methods for manipulating rigid objects with parallel-jaw grippers, grasping with multi-finger robotic hands remains a quite unexplored research topic. Reasoning and planning collision-free trajectories on the additional degrees of freedom of several fingers represents an important challenge that, so far, involves computationally costly and slow processes. In this work, we present Multi-FinGAN, a fast generative multi-finger grasp sampling method that synthesizes high quality grasps directly from RGB-D images in about a second. We achieve this by training in an end-to-end fashion a coarse-to-fine model composed of a classification network that distinguishes grasp types according to a specific taxonomy and a refinement network that produces refined grasp poses and joint angles. We experimentally validate and benchmark our method against a standard grasp-sampling method on 790 grasps in simulation and 20 grasps on a real Franka Emika Panda. All experimental results using our method show consistent improvements both in terms of grasp quality metrics and grasp success rate. Remarkably, our approach is up to 20-30 times faster than the baseline, a significant improvement that opens the door to feedback-based grasp re-planning and task informative grasping. Code is available at https://irobotics.aalto.fi/multi-fingan/. Jens Lundell, Enric Corona, Tran Nguyen Le, Francesco Verdoja, Philippe Weinzaepfel, Grégory Rogez, Francesc Moreno-Noguer, Ville Kyrki |
ICRA | 6 |
| 2021 | Mimetics: Towards Understanding Human Actions Out of Context
Philippe Weinzaepfel, Grégory Rogez |
Int. J. Comput. Vis. | 2 |
| 2020 | SMPLy Benchmarking 3D Human Pose Estimation in the WildabstractPredicting 3D human pose from images has seen great recent improvements. Novel approaches that can even predict both pose and shape from a single input image have been introduced, often relying on a parametric model of the human body such as SMPL. While qualitative results for such methods are often shown for images captured in-the-wild, a proper benchmark in such conditions is still missing, as it is cumbersome to obtain ground-truth 3D poses elsewhere than in a motion capture room. This paper presents a pipeline to easily produce and validate such a dataset with accurate ground-truth, with which we benchmark recent 3D human pose estimation methods in-the-wild. We make use of the recently introduced Mannequin Challenge dataset which contains in-the-wild videos of people frozen in action like statues and leverage the fact that people are static and the camera moving to accurately fit the SMPL model on the sequences. A total of 24,428 frames with registered body models are then selected from 567 scenes at almost no cost, using only online RGB videos. We benchmark state-of-the-art SMPL-based human pose estimation methods on this dataset. Our results highlight that challenges remain, in particular for difficult poses or for scenes where the persons are partially truncated or occluded. Vincent Leroy 0003, Philippe Weinzaepfel, Romain Brégier, Hadrien Combaluzier, Grégory Rogez |
3DV | 5 |
| 2020 | GanHand: Predicting Human Grasp Affordances in Multi-Object ScenesabstractThe rise of deep learning has brought remarkable progress in estimating hand geometry from images where the hands are part of the scene. This paper focuses on a new problem not explored so far, consisting in predicting how a human would grasp one or several objects, given a single RGB image of these objects. This is a problem with enormous potential in e.g. augmented reality, robotics or prosthetic design. In order to predict feasible grasps, we need to understand the semantic content of the image, its geometric structure and all potential interactions with a hand physical model. To this end, we introduce a generative model that jointly reasons in all these levels and 1) regresses the 3D shape and pose of the objects in the scene; 2) estimates the grasp types; and 3) refines the 51-DoF of a 3D hand model that minimize a graspability loss. To train this model we build the YCB-Affordance dataset, that contains more than 133k images of 21 objects in the YCB-Video dataset. We have annotated these images with more than 28M plausible 3D human grasps according to a 33-class taxonomy. A thorough evaluation in synthetic and real images shows that our model can robustly predict realistic grasps, even in cluttered scenes with multiple objects in close contact. Enric Corona, Albert Pumarola, Guillem Alenyà, Francesc Moreno-Noguer, Grégory Rogez |
CVPR | 5 |
| 2020 | Measuring Generalisation to Unseen Viewpoints, Articulations, Shapes and Objects for 3D Hand Pose Estimation Under Hand-Object Interaction
Anil Armagan, Guillermo Garcia-Hernando, Seungryul Baek, Shreyas Hampali, Mahdi Rad, Shipeng Xie, Mingxiu Chen, Boshen Zhang, Fu Xiong, Yang Xiao 0007, Zhiguo Cao 0001, Junsong Yuan 0001, Pengfei Ren 0001, Weiting Huang, Haifeng Sun 0001, Marek Hrúz, Jakub Kanis, Zdenek Krnoul, Qingfu Wan, Shile Li, Linlin Yang 0001, Dongheui Lee, Angela Yao, Weiguo Zhou, Sijia Mei, Adrian Spurr, Umar Iqbal 0001, Pavlo Molchanov 0001, Philippe Weinzaepfel, Romain Brégier, Grégory Rogez, Vincent Lepetit, Tae-Kyun Kim 0001 |
ECCV (23) | 33 |
| 2020 | DOPE: Distillation of Part Experts for Whole-Body 3D Pose Estimation in the Wild
Philippe Weinzaepfel, Romain Brégier, Hadrien Combaluzier, Vincent Leroy 0003, Grégory Rogez |
ECCV (26) | 5 |
| 2020 | LCR-Net++: Multi-Person 2D and 3D Pose Detection in Natural ImagesabstractWe propose an end-to-end architecture for joint 2D and 3D human pose estimation in natural images. Key to our approach is the generation and scoring of a number of pose proposals per image, which allows us to predict 2D and 3D poses of multiple people simultaneously. Hence, our approach does not require an approximate localization of the humans for initialization. Our Localization-Classification-Regression architecture, named LCR-Net, contains 3 main components: 1) the pose proposal generator that suggests candidate poses at different locations in the image; 2) a classifier that scores the different pose proposals; and 3) a regressor that refines pose proposals both in 2D and 3D. All three stages share the convolutional feature layers and are trained jointly. The final pose estimation is obtained by integrating over neighboring pose hypotheses, which is shown to improve over a standard non maximum suppression algorithm. Our method recovers full-body 2D and 3D poses, hallucinating plausible body parts when the persons are partially occluded or truncated by the image boundary. Our approach significantly outperforms the state of the art in 3D pose estimation on Human3.6M, a controlled environment. Moreover, it shows promising results on real images for both single and multi-person subsets of the MPII 2D pose benchmark and demonstrates satisfying 3D pose results even for multi-person images. Grégory Rogez, Philippe Weinzaepfel, Cordelia Schmid |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2019 | Moulding Humans: Non-Parametric 3D Human Shape Estimation From Single ImagesabstractIn this paper, we tackle the problem of 3D human shape estimation from single RGB images. While the recent progress in convolutional neural networks has allowed impressive results for 3D human pose estimation, estimating the full 3D shape of a person is still an open issue. Model-based approaches can output precise meshes of naked under-cloth human bodies but fail to estimate details and un-modelled elements such as hair or clothing. On the other hand, non-parametric volumetric approaches can potentially estimate complete shapes but, in practice, they are limited by the resolution of the output grid and cannot produce detailed estimates. In this work, we propose a non-parametric approach that employs a double depth map to represent the 3D shape of a person: a visible depth map and a ``hidden'' depth map are estimated and combined, to reconstruct the human 3D shape as done with a ``mould''. This representation through 2D depth maps allows a higher resolution output with a much lower dimension than voxel-based volumetric representations. Additionally, our fully derivable depth-based model allows us to efficiently incorporate a discriminator in an adversarial fashion to improve the accuracy and ``humanness'' of the 3D output. We train and quantitatively validate our approach on SURREAL and on 3D-HUMANS, a new photorealistic dataset made of semi-synthetic in-house videos annotated with 3D ground truth surfaces. Valentin Gabeur, Jean-Sébastien Franco, Xavier Martin, Cordelia Schmid, Grégory Rogez |
ICCV | 5 |
| 2018 | Image-Based Synthesis for Deep 3D Human Pose Estimation
Grégory Rogez, Cordelia Schmid |
Int. J. Comput. Vis. | 1 |
| 2018 | Depth-Based Hand Pose Estimation: Methods, Data, and Challenges
James Steven Supancic III, Grégory Rogez, Yi Yang 0007, Jamie Shotton, Deva Ramanan |
Int. J. Comput. Vis. | 2 |
| 2017 | Detecting Parts for Action Localization
Nicolas Chesneau, Grégory Rogez, Karteek Alahari, Cordelia Schmid |
BMVC | 2 |
| 2017 | LCR-Net: Localization-Classification-Regression for Human PoseabstractWe propose an end-to-end architecture for joint 2D and 3D human pose estimation in natural images. Key to our approach is the generation and scoring of a number of pose proposals per image, which allows us to predict 2D and 3D pose of multiple people simultaneously. Hence, our approach does not require an approximate localization of the humans for initialization. Our architecture, named LCR-Net, contains 3 main components: 1) the pose proposal generator that suggests potential poses at different locations in the image, 2) a classifier that scores the different pose proposals, and 3) a regressor that refines pose proposals both in 2D and 3D. All three stages share the convolutional feature layers and are trained jointly. The final pose estimation is obtained by integrating over neighboring pose hypotheses, which is shown to improve over a standard non maximum suppression algorithm. Our approach significantly outperforms the state of the art in 3D pose estimation on Human3.6M, a controlled environment. Moreover, it shows promising results on real images for both single and multi-person subsets of the MPII 2D pose benchmark. Grégory Rogez, Philippe Weinzaepfel, Cordelia Schmid |
CVPR | 1 |
| 2016 | MoCap-guided Data Augmentation for 3D Pose Estimation in the WildabstractThis paper addresses the problem of 3D human pose estimation in the wild. A significant challenge is the lack of training data, i.e., 2D images of humans annotated with 3D poses. Such data is necessary to train state-of-the-art CNN architectures. Here, we propose a solution to generate a large set of photorealistic synthetic images of humans with 3D pose annotations. We introduce an image-based synthesis engine that artificially augments a dataset of real images with 2D human pose annotations using 3D Motion Capture (MoCap) data. Given a candidate 3D pose our algorithm selects for each joint an image whose 2D pose locally matches the projected 3D pose. The selected images are then combined to generate a new synthetic image by stitching local image patches in a kinematically constrained manner. The resulting images are used to train an end-to-end CNN for full-body 3D pose estimation. We cluster the training data into a large number of pose classes and tackle pose estimation as a K-way classification problem. Such an approach is viable only with large training sets such as ours. Our method outperforms the state of the art in terms of 3D pose estimation in controlled environments (Human3.6M) and shows promising results for in-the-wild images (LSP). This demonstrates that CNNs trained on artificial images generalize well to real images. Grégory Rogez, Cordelia Schmid |
NIPS | 1 |
| 2015 | First-person pose recognition using egocentric workspacesabstractWe tackle the problem of estimating the 3D pose of an individual's upper limbs (arms+hands) from a chest mounted depth-camera. Importantly, we consider pose estimation during everyday interactions with objects. Past work shows that strong pose+viewpoint priors and depth-based features are crucial for robust performance. In egocentric views, hands and arms are observable within a well defined volume in front of the camera. We call this volume an egocentric workspace. A notable property is that hand appearance correlates with workspace location. To exploit this correlation, we classify arm+hand configurations in a global egocentric coordinate frame, rather than a local scanning window. This greatly simplify the architecture and improves performance. We propose an efficient pipeline which 1) generates synthetic workspace exemplars for training using a virtual chest-mounted camera whose intrinsic parameters match our physical camera, 2) computes perspective-aware depth features on this entire volume and 3) recognizes discrete arm+hand pose classes through a sparse multi-class SVM. We achieve state-of-the-art hand pose recognition performance from egocentric RGB-D images in real-time. Grégory Rogez, James Steven Supancic III, Deva Ramanan |
CVPR | 1 |
| 2015 | Understanding Everyday Hands in Action from RGB-D ImagesabstractWe analyze functional manipulations of handheld objects, formalizing the problem as one of fine-grained grasp classification. To do so, we make use of a recently developed fine-grained taxonomy of human-object grasps. We introduce a large dataset of 12000 RGB-D images covering 71 everyday grasps in natural interactions. Our dataset is different from past work (typically addressed from a robotics perspective) in terms of its scale, diversity, and combination of RGB and depth data. From a computer-vision perspective, our dataset allows for exploration of contact and force prediction (crucial concepts in functional grasp analysis) from perceptual cues. We present extensive experimental results with state-of-the-art baselines, illustrating the role of segmentation, object context, and 3D-understanding in functional grasp analysis. We demonstrate a near 2X improvement over prior work and a naive deep baseline, while pointing out important directions for improvement. Grégory Rogez, James Steven Supancic III, Deva Ramanan |
ICCV | 1 |
| 2015 | Depth-Based Hand Pose Estimation: Data, Methods, and ChallengesabstractHand pose estimation has matured rapidly in recent years. The introduction of commodity depth sensors and a multitude of practical applications have spurred new advances. We provide an extensive analysis of the state-of-the-art, focusing on hand pose estimation from a single depth frame. To do so, we have implemented a considerable number of systems, and will release all software and evaluation code. We summarize important conclusions here: (1) Pose estimation appears roughly solved for scenes with isolated hands. However, methods still struggle to analyze cluttered scenes where hands may be interacting with nearby objects and surfaces. To spur further progress we introduce a challenging new dataset with diverse, cluttered scenes. (2) Many methods evaluate themselves with disparate criteria, making comparisons difficult. We define a consistent evaluation criteria, rigorously motivated by human experiments. (3) We introduce a simple nearest-neighbor baseline that outperforms most existing systems. This implies that most systems do not generalize beyond their training sets. This also reinforces the under-appreciated point that training data is as important as the model itself. We conclude with directions for future progress. James Steven Supancic III, Grégory Rogez, Yi Yang 0007, Jamie Shotton, Deva Ramanan |
ICCV | 2 |
| 2014 | Automatic Segmentation and Recognition of Human Actions in Monocular SequencesabstractThis paper addresses the problem of silhouette-based human action segmentation and recognition in monocular sequences. Motion History Images (MHIs), used as 2D templates, capture motion information by encoding where and when motion occurred in the images. Inspired by codebook approaches for object and scene categorization, we first construct a codebook of temporal motion templates by clustering all the MHIs of each particular action. These MHIs capture different actors, speeds and a wide range of camera viewpoints. In this paper, we use a Kohonen's Self-Organizing Map (SOM) to simultaneously cluster the MHI templates and represent them in lower dimensional subspaces. To cope with temporal segmentation, and concurrently carry out action recognition, a new architecture is proposed where the obsrvation MHIs are projected onto all these action-specific manifolds and the Euclidean distance between each MHI and the nearest cluster within each action-manifold constitutes the observation vector of a Markov Model. To estimate the state/action at each time step, we introduce a new method based on Observable Markov Models (OMMs) where the Markov model is augmented with a neutral state. The combination of our action-specific manifolds with the augmented OMM allows to automatically segment and recognize long sequences of consecutive actions, without any prior knowledge about initial and ending frames of each action. Importantly, our method allows to interpolate betweeen training viewpoint and recognizes actions, independently of the camera viewpoint, even from unseen viewpoints. Carlos Orrite-Uruñuela, Mario Rodríguez, Elías Herrero, Grégory Rogez, Sergio A. Velastin |
ICPR | 4 |
| 2014 | Exploiting projective geometry for view-invariant monocular human motion analysis in man-made environments
Grégory Rogez, Carlos Orrite-Uruñuela, Josechu J. Guerrero, Philip Torr 0001 |
Comput. Vis. Image Underst. | 1 |
| 2014 | Monocular 3-D Gait Tracking in Surveillance ScenesabstractGait recognition can potentially provide a noninvasive and effective biometric authentication from a distance. However, the performance of gait recognition systems will suffer in real surveillance scenarios with multiple interacting individuals and where the camera is usually placed at a significant angle and distance from the floor. We present a methodology for view-invariant monocular 3-D human pose tracking in man-made environments in which we assume that observed people move on a known ground plane. First, we model 3-D body poses and camera viewpoints with a low dimensional manifold and learn a generative model of the silhouette from this manifold to a reduced set of training views. During the online stage, 3-D body poses are tracked using recursive Bayesian sampling conducted jointly over the scene's ground plane and the pose-viewpoint manifold. For each sample, the homography that relates the corresponding training plane to the image points is calculated using the dominant 3-D directions of the scene, the sampled location on the ground plane and the sampled camera view. Each regressed silhouette shape is projected using this homographic transformation and is matched in the image to estimate its likelihood. Our framework is able to track 3-D human walking poses in a 3-D environment exploring only a 4-D state space with success. In our experimental evaluation, we demonstrate the significant improvements of the homographic alignment over a commonly used similarity transformation and provide quantitative pose tracking results for the monocular sequences with a high perspective effect from the CAVIAR dataset. Grégory Rogez, Jonathan Rihan, Josechu J. Guerrero, Carlos Orrite-Uruñuela |
IEEE Trans. Cybern. | 1 |
| 2012 | Fast Human Pose Detection Using Randomized Hierarchical Cascades of Rejectors
Grégory Rogez, Jonathan Rihan, Carlos Orrite-Uruñuela, Philip Torr 0001 |
Int. J. Comput. Vis. | 1 |
| 2008 | Randomized trees for human pose detectionabstractThis paper addresses human pose recognition from video sequences by formulating it as a classification problem. Unlike much previous work we do not make any assumptions on the availability of clean segmentation. The first step of this work consists in a novel method of aligning the training images using 3D Mocap data. Next we define classes by discretizing a 2D manifold whose two dimensions are camera viewpoint and actions. Our main contribution is a pose detection algorithm based on random forests. A bottom-up approach is followed to build a decision tree by recursively clustering and merging the classes at each level. For each node of the decision tree we build a list of potentially discriminative features using the alignment of training images; in this paper we consider Histograms of Orientated Gradient (HOG). We finally grow an ensemble of trees by randomly sampling one of the selected HOG blocks at each node. Our proposed approach gives promising results with both fixed and moving cameras. Grégory Rogez, Jonathan Rihan, Srikumar Ramalingam, Carlos Orrite-Uruñuela, Philip Torr 0001 |
CVPR | 1 |
| 2008 | A spatio-temporal 2D-models framework for human pose recovery in monocular sequences
Grégory Rogez, Carlos Orrite-Uruñuela, Jesús Martínez del Rincón |
Pattern Recognit. | 1 |
| 2007 | View-invariant human feature extraction for video-surveillance applicationsabstractWe present a view-invariant human feature extractor (shape+pose) for pedestrian monitoring in man-made environments. Our approach can be divided into 2 steps: firstly, a series of view-based models is built by discretizing the viewpoint with respect to the camera into several training views. During the online stage, the Homography that relates the image points to the closest and most adequate training plane is calculated using the dominant 3D directions. The input image is then warped to this training view and processed using the corresponding view-based model. After model fitting, the inverse transformation is performed on the resulting human features obtaining a segmented silhouette and a 2D pose estimation in the original input image. Experimental results demonstrate our system performs well, independently of the direction of motion, when it is applied to monocular sequences with high perspective effect. Grégory Rogez, Josechu J. Guerrero, Carlos Orrite-Uruñuela |
AVSS | 1 |
| 2006 | Viewpoint Independent Human Motion Analysis in Man-made EnvironmentsabstractThis work addresses the problem of human motion analysis in video sequences of a scene observed by a single fixed camera with high perspective effect. The goal of this work is to make a 2D-Model (made of Shape and Stick figure) viewpoint-insensitive and preprocess the input image for removing the perspective effect. We focus our methodology on using the 3D principal directions of man-made environments and also the direction of motion to transform both 2D-Model and input images to a common frontal view (parallel or orthogonal to the direction of motion) before the fitting process. The inverse transformation is then performed on the resulting human features obtaining a segmented silhouette and a pose estimation in the original input image. Preliminary results are very promising since the proposed algorithm is able to locate head and feet with a better precision than previous one. 1 Grégory Rogez, Josechu J. Guerrero, Jesús Martínez del Rincón, Carlos Orrite-Uruñuela |
BMVC | 1 |