EDBT 2026 Demo / reviewers in the wild / expert
Cem Keskin
dblp:94/7386
· DBLP profile ↗
42ranked-venue papers
3as first author
16since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 32 · 1 first-author · 15 since 2021Artificial intelligence and machine learning · 25 · 3 first-author · 13 since 2021Human-computer interaction and ubiquitous computing · 7 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PALM: A Dataset and Baseline for Learning Multi-Subject Hand PriorabstractThe ability to grasp objects, signal with gestures, and share emotion through touch all stem from the unique capabilities of human hands. Yet creating high-quality personalized hand avatars from images remains challenging due to complex geometry, appearance, and articulation, particularly under unconstrained lighting and limited views. Progress has also been limited by the lack of datasets that jointly provide accurate 3D geometry, high-resolution multiview imagery, and a diverse population of subjects. To address this, we present PALM, a large-scale dataset comprising 13k high-quality hand scans from 263 subjects and$90 k$multi-view images, capturing rich variation in skin tone, age, and geometry. To show its utility, we present a baseline PALM-Net, a multi-subject prior over hand geometry and material properties learned via physically based inverse rendering, enabling realistic, relightable single-image hand avatar personalization. PALM's scale and diversity make it a valuable real-world resource for hand modeling and related research. Zicong Fan, Edoardo Remelli, David Dimond, Fadime Sener, Liuhao Ge, Bugra Tekin, Cem Keskin, Shreyas Hampali |
3DV | 7 |
| 2025 | FoundHand: Large-Scale Domain-Specific Learning for Controllable Hand Image GenerationabstractDespite remarkable progress in image generation models, generating realistic hands remains a persistent challenge due to their complex articulation, varying viewpoints, and frequent occlusions. We present FoundHand, a large-scale domain-specific diffusion model for synthesizing single and dual hand images. To train our model, we introduce FoundHand-10M, a large-scale hand dataset with 2D keypoints and segmentation mask annotations. Our insight is to use 2D hand keypoints as a universal representation that encodes both hand articulation and camera viewpoint. FoundHand learns from image pairs to capture physically plausible hand articulations, natively enables precise control through 2D keypoints, and supports appearance control. Our model exhibits core capabilities that include the ability to repose hands, transfer hand appearance, and even synthesize novel views. This leads to zero-shot capabilities for fixing malformed hands in previously generated images, or synthesizing hand video sequences. We present extensive experiments and evaluations that demonstrate state-of-the-art performance of our method. Chaerin Min, Linguang Zhang, Shreyas Hampali, Cem Keskin, Srinath Sridhar 0002 |
CVPR | 5 |
| 2024 | FoundPose: Unseen Object Pose Estimation with Foundation Features
Evin Pinar Örnek, Yann Labbé, Bugra Tekin, Lingni Ma, Cem Keskin, Christian Forster, Tomas Hodan |
ECCV (26) | 5 |
| 2024 | EgoPoseFormer: A Simple Baseline for Stereo Egocentric 3D Human Pose Estimation
Chenhongyi Yang, Anastasia Tkach, Shreyas Hampali, Linguang Zhang, Elliot Crowley, Cem Keskin |
ECCV (55) | 6 |
| 2023 | In-Hand 3D Object Scanning from an RGB SequenceabstractWe propose a method for in-hand 3D scanning of an unknown object with a monocular camera. Our method relies on a neural implicit surface representation that captures both the geometry and the appearance of the object, however, by contrast with most NeRF-based methods, we do not assume that the camera-object relative poses are known. Instead, we simultaneously optimize both the object shape and the pose trajectory. As direct optimization over all shape and pose parameters is prone to fail without coarse-level initialization, we propose an incremental approach that starts by splitting the sequence into carefully selected overlapping segments within which the optimization is likely to succeed. We reconstruct the object shape and track its poses independently within each segment, then merge all the segments before performing a global optimization. We show that our method is able to reconstruct the shape and color of both textured and challenging texture-less objects, outperforms classical methods that rely only on appearance features, and that its performance is close to recent methods that assume known camera poses. Shreyas Hampali, Tomas Hodan, Luan Tran, Lingni Ma, Cem Keskin, Vincent Lepetit |
CVPR | 5 |
| 2023 | AssemblyHands: Towards Egocentric Activity Understanding via 3D Hand Pose EstimationabstractWe present AssemblyHands, a large-scale benchmark dataset with accurate 3D hand pose annotations, to facilitate the study of egocentric activities with challenging hand-object interactions. The dataset includes synchronized egocentric and exocentric images sampled from the recent Assembly101 dataset, in which participants assemble and disassemble take-apart toys. To obtain high-quality 3D hand pose annotations for the egocentric images, we develop an efficient pipeline, where we use an initial set of manual annotations to train a model to automatically annotate a much larger dataset. Our annotation model uses multi-view feature fusion and an iterative refinement scheme, and achieves an average keypoint error of 4.20 mm, which is 85% lower than the error of the original annotations in Assembly101. AssemblyHands provides 3.0M annotated images, including 490K egocentric images, making it the largest existing benchmark dataset for egocentric 3D hand pose estimation. Using this data, we develop a strong single-view baseline of 3D hand pose estimation from egocentric images. Furthermore, we design a novel action classification task to evaluate predicted 3D hand poses. Our study shows that having higher-quality hand poses directly improves the ability to recognize actions. Takehiko Ohkawa, Fadime Sener, Tomas Hodan, Luan Tran, Cem Keskin |
CVPR | 6 |
| 2023 | MotionDeltaCNN: Sparse CNN Inference of Frame Differences in Moving Camera Videos with Spherical Buffers and Padded ConvolutionsabstractConvolutional neural network inference on video input is computationally expensive and requires high memory bandwidth. Recently, DeltaCNN [26] managed to reduce the cost by only processing pixels with significant updates over the previous frame. However, DeltaCNN relies on static camera input. Moving cameras add new challenges in how to fuse newly unveiled image regions with already processed regions efficiently to minimize the update rate - without increasing memory overhead and without knowing the camera extrinsics of future frames. In this work, we propose MotionDeltaCNN, a sparse CNN inference framework that supports moving cameras. We introduce spherical buffers and padded convolutions to enable seamless fusion of newly unveiled regions and previously processed regions – without increasing memory footprint. Our evaluation shows that we outperform DeltaCNN by up to 90% for moving camera videos. Mathias Parger, Chengcheng Tang, Thomas Neff, Christopher D. Twigg, Cem Keskin, Robert Wang 0002, Markus Steinberger |
ICCV | 5 |
| 2023 | Social Diffusion: Long-term Multiple Human Motion AnticipationabstractWe propose Social Diffusion, a novel method for short-term and long-term forecasting of the motion of multiple persons as well as their social interactions. Jointly forecasting motions for multiple persons involved in social activities is inherently a challenging problem due to the interdependencies between individuals. In this work, we leverage a diffusion model conditioned on motion histories and causal temporal convolutional networks to forecast individually and contextually plausible motions for all participants. The contextual plausibility is achieved via an order-invariant aggregation function. As a second contribution, we design a new evaluation protocol that measures the plausibility of social interactions which we evaluate on the Haggling dataset, which features a challenging social activity where people are actively taking turns to talk and switching their attention. We evaluate our approach on four datasets for multi-person forecasting where our approach outperforms the state-of-the-art in terms of motion realism and contextual plausibility. Julian Tanke, Linguang Zhang, Amy Zhao, Chengcheng Tang, Yujun Cai, Lezi Wang, Po-Chen Wu, Juergen Gall, Cem Keskin |
ICCV | 9 |
| 2023 | Rethinking the Data Annotation Process for Multiview 3D Pose Estimation with Active Learning and Self-TrainingabstractPose estimation of the human body and hands is a fundamental problem in computer vision, and learning-based solutions require a large amount of annotated data. In this work, we improve the efficiency of the data annotation process for 3D pose estimation problems with Active Learning (AL) in a multiview setting. AL selects examples with the highest value to annotate under limited annotation budgets (time and cost), but choosing the selection strategy is often nontrivial. We present a framework to efficiently extend existing single-view AL strategies. We then propose two novel AL strategies that make full use of multiview geometry. Moreover, we demonstrate additional performance gains by incorporating pseudo-labels computed during the AL process, which is a form of self-training. Our system significantly outperforms simulated annotation baselines in 3D body and hand pose estimation on two large-scale benchmarks: CMU Panoptic Studio and InterHand2.6M. Notably, on CMU Panoptic Studio, we are able to reduce the turn-around time by 60% and annotation cost by 80% when compared to the conventional annotation process. Cem Keskin, Yuting Ye |
WACV | 4 |
| 2022 | Gradient Flow in Sparse Neural Networks and How Lottery Tickets WinabstractSparse Neural Networks (NNs) can match the generalization of dense NNs using a fraction of the compute/storage for inference, and have the potential to enable efficient training. However, naively training unstructured sparse NNs from random initialization results in significantly worse generalization, with the notable exceptions of Lottery Tickets (LTs) and Dynamic Sparse Training (DST). In this work, we attempt to answer: (1) why training unstructured sparse networks from random initialization performs poorly and; (2) what makes LTs and DST the exceptions? We show that sparse NNs have poor gradient flow at initialization and propose a modified initialization for unstructured connectivity. Furthermore, we find that DST methods significantly improve gradient flow during training over traditional sparse training methods. Finally, we show that LTs do not improve gradient flow, rather their success lies in re-learning the pruning solution they are derived from — however, this comes at the cost of learning novel solutions. Utku Evci, Yani Ioannou, Cem Keskin, Yann N. Dauphin |
AAAI | 3 |
| 2022 | DeltaCNN: End-to-End CNN Inference of Sparse Frame Differences in VideosabstractConvolutional neural network inference on video data requires powerful hardware for real-time processing. Given the inherent coherence across consecutive frames, large parts of a video typically change little. By skipping identical image regions and truncating insignificant pixel updates, computational redundancy can in theory be reduced significantly. However, these theoretical savings have been difficult to translate into practice, as sparse updates hamper computational consistency and memory access coherence; which are key for efficiency on real hardware. With DeltaCNN, we present a sparse convolutional neural network framework that enables sparse frame-by-frame updates to accelerate video inference in practice. We provide sparse implementations for all typical CNN layers and propagate sparse feature updates end-to-end – without accumulating errors over time. DeltaCNN is applicable to all convolutional neural networks without retraining. To the best of our knowledge, we are the first to significantly outperform the dense reference, cuDNN, in practical settings, achieving speedups of up to 7x with only marginal differences in accuracy. Our CUDA kernels and PyTorch extensions can be found at https://github.com/facebookresearch/DeltaCNN. Mathias Parger, Chengcheng Tang, Christopher D. Twigg, Cem Keskin, Robert Wang 0002, Markus Steinberger |
CVPR | 4 |
| 2022 | Neural Correspondence Field for Object Pose Estimation
Lin Huang 0004, Tomas Hodan, Lingni Ma, Linguang Zhang, Luan Tran, Christopher D. Twigg, Po-Chen Wu, Junsong Yuan 0001, Cem Keskin, Robert Wang 0002 |
ECCV (10) | 9 |
| 2022 | Multiview Human Body Reconstruction from Uncalibrated CamerasabstractWe present a new method to reconstruct 3D human body pose and shape by fusing visual features from multiview images captured by uncalibrated cameras. Existing multiview approaches often use spatial camera calibration (intrinsic and extrinsic parameters) to geometrically align and fuse visual features. Despite remarkable performances, the requirement of camera calibration restricted their applicability to real-world scenarios, e.g., reconstruction from social videos with wide-baseline cameras. We address this challenge by leveraging the commonly observed human body as a semantic calibration target, which eliminates the requirement of camera calibration. Specifically, we map per-pixel image features to a canonical body surface coordinate system agnostic to views and poses using dense keypoints (correspondences). This feature mapping allows us to semantically, instead of geometrically, align and fuse visual features from multiview images. We learn a self-attention mechanism to reason about the confidence of visual features across and within views. With fused visual features, a regressor is learned to predict the parameters of a body model. We demonstrate that our calibration-free multiview fusion method reliably reconstructs 3D body pose and shape, outperforming state-of-the-art single view methods with post-hoc multiview fusion, particularly in the presence of non-trivial occlusion, and showing comparable accuracy to multiview methods that require calibration. Zhixuan Yu, Linguang Zhang, Yuanlu Xu, Chengcheng Tang, Luan Tran, Cem Keskin, Hyun Soo Park |
NeurIPS | 6 |
| 2022 | UmeTrack: Unified multi-view end-to-end hand tracking for VRabstractReal-time tracking of 3D hand pose in world space is a challenging problem and plays an important role in VR interaction. Existing work in this space are limited to either producing root-relative (versus world space) 3D pose or rely on multiple stages such as generating heatmaps and kinematic optimization to obtain 3D pose. Moreover, the typical VR scenario, which involves multi-view tracking from wide field of view (FOV) cameras is seldom addressed by these methods. In this paper, we present a unified end-to-end differentiable framework for multi-view, multi-frame hand tracking that directly predicts 3D hand pose in world space. We demonstrate the benefits of end-to-end differentiabilty by extending our framework with downstream tasks such as jitter reduction and pinch prediction. To demonstrate the efficacy of our model, we further present a new large-scale egocentric hand pose dataset that consists of both real and synthetic data. Experiments show that our system trained on this dataset handles various challenging interactive motions, and has been successfully applied to real-time VR applications. Shangchen Han, Po-Chen Wu, Linguang Zhang, Weiguang Si, Peizhao Zhang, Yujun Cai, Tomas Hodan, Randi Cabezas, Luan Tran, Muzaffer Akbay, Tsz-Ho Yu, Cem Keskin, Robert Wang 0002 |
SIGGRAPH Asia | 15 |
| 2021 | HumanGPS: Geodesic PreServing Feature for Dense Human CorrespondencesabstractIn this paper, we address the problem of building dense correspondences between human images under arbitrary camera viewpoints and body poses. Prior art either assumes small motion between frames or relies on local descriptors, which cannot handle large motion or visually ambiguous body parts, e.g., left vs. right hand. In contrast, we propose a deep learning framework that maps each pixel to a feature space, where the feature distances reflect the geodesic distances among pixels as if they were projected onto the surface of a 3D human scan. To this end, we introduce novel loss functions to push features apart according to their geodesic distances on the surface. Without any semantic annotation, the proposed embeddings automatically learn to differentiate visually similar parts and align different subjects into an unified feature space. Extensive experiments show that the learned embeddings can produce accurate correspondences between images with remarkable generalization capabilities on both intra and inter subjects.1 Feitong Tan, Danhang Tang, Mingsong Dou, Rohit Pandey, Cem Keskin, Ruofei Du, Deqing Sun, Sofien Bouaziz, Sean Ryan Fanello, Ping Tan 0002, Yinda Zhang 0001 |
CVPR | 6 |
| 2021 | Multiresolution Deep Implicit Functions for 3D Shape RepresentationabstractWe introduce Multiresolution Deep Implicit Functions (MDIF), a hierarchical representation that can recover fine geometry detail, while being able to perform global operations such as shape completion. Our model represents a complex 3D shape with a hierarchy of latent grids, which can be decoded into different levels of detail and also achieve better accuracy. For shape completion, we propose latent grid dropout to simulate partial data in the latent space and therefore defer the completing functionality to the decoder side. This along with our multires design significantly improves the shape completion quality under decoder-only latent optimization. To the best of our knowledge, MDIF is the first deep implicit function model that can at the same time (1) represent different levels of detail and allow progressive decoding; (2) support both encoder-decoder inference and decoder-only latent optimization, and fulfill multiple applications; (3) perform detailed decoder-only shape completion. Experiments demonstrate its superior performance against prior art in various 3D reconstruction tasks. Yinda Zhang 0001, Kyle Genova, Sean Ryan Fanello, Sofien Bouaziz, Christian Häne, Ruofei Du, Cem Keskin, Thomas A. Funkhouser, Danhang Tang |
ICCV | 8 |
| 2020 | Deep Implicit Volume CompressionabstractWe describe a novel approach for compressing truncated signed distance fields (TSDF) stored in 3D voxel grids, and their corresponding textures. To compress the TSDF, our method relies on a block-based neural network architecture trained end-to-end, achieving state-of-the-art rate-distortion trade-off. To prevent topological errors, we losslessly com- press the signs of the TSDF, which also upper bounds the reconstruction error by the voxel size. To compress the corresponding texture, we designed a fast block-based UV parameterization, generating coherent texture maps that can be effectively compressed using existing video compression algorithms. We demonstrate the performance of our algo- rithms on two 4D performance capture datasets, reducing bitrate by 66% for the same distortion, or alternatively re- ducing the distortion by 50% for the same bitrate, compared to the state-of-the-art. Danhang Tang, Philip A. Chou, Christian Häne, Mingsong Dou, Sean Ryan Fanello, Jonathan Taylor 0001, Philip L. Davidson, Onur G. Guleryuz, Yinda Zhang 0001, Shahram Izadi, Andrea Tagliasacchi, Sofien Bouaziz, Cem Keskin |
CVPR | 14 |
| 2019 | Volumetric Capture of Humans With a Single RGBD Camera via Semi-Parametric LearningabstractVolumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen “calibration” images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required. Rohit Pandey, Anastasia Tkach, Shuoran Yang, Pavel Pidlypenskyi, Jonathan Taylor 0001, Ricardo Martin-Brualla, Andrea Tagliasacchi, George Papandreou, Philip Davidson, Cem Keskin, Shahram Izadi, Sean Ryan Fanello |
CVPR | 10 |
| 2019 | Opening the Black Box: Hierarchical Sampling Optimization for Hand Pose EstimationabstractHand pose estimation, formulated as an inverse problem, is typically optimized by an energy function over pose parameters using a 'black box' image generation procedure, knowing little about either the relationships between the parameters or the form of the energy function. In this paper, we show significant improvement upon such black box optimization by exploiting high-level knowledge of the parameter structure and using a local surrogate energy function. Our new framework, hierarchical sampling optimization (HSO), consists of a sequence of discriminative predictors organized into a kinematic hierarchy. Each predictor is conditioned on its ancestors, and generates a set of samples over a subset of the pose parameters, with only one selected by the highly-efficient surrogate energy. The selected partial poses are concatenated to generate a full-pose hypothesis. Repeating the same process, several hypotheses are generated and the full energy function selects the best result. Under the same kinematic hierarchy, two methods based on decision forest and convolutional neural network are proposed to generate the samples and two optimization methods are studied when optimizing these samples. Experimental evaluations on three publicly available datasets show that our method is particularly impressive in low-compute scenarios where it significantly outperforms all other state-of-the-art methods. Danhang Tang, Qi Ye 0001, Shanxin Yuan, Jonathan Taylor 0001, Pushmeet Kohli, Cem Keskin, Tae-Kyun Kim 0001, Jamie Shotton |
IEEE Trans. Pattern Anal. Mach. Intell. | 6 |
| 2018 | Conditional Information Gain NetworksabstractDeep neural network models owe their representational power to the high number of learnable parameters. It is often infeasible to run these largely parametrized deep models in limited resource environments, like mobile phones. Network models employing conditional computing are able to reduce computational requirements while achieving high representational power, with their ability to model hierarchies. We propose Conditional Information Gain Networks, which allow the feed forward deep neural networks to execute conditionally, skipping parts of the model based on the sample and the decision mechanisms inserted in the architecture. These decision mechanisms are trained using cost functions based on differentiable Information Gain, inspired by the training procedures of decision trees. These information gain based decision mechanisms are differentiable and can be trained end-to-end using a unified framework with a general cost function, covering both classification and decision losses. We test the effectiveness of the proposed method on MNIST and recently introduced Fashion MNIST datasets and show that our information gain based conditional execution approach can achieve better or comparable classification results using significantly fewer parameters, compared to standard convolutional neural network baselines. Ufuk Can Biçici, Cem Keskin, Lale Akarun |
ICPR | 2 |
| 2018 | SplineNets: Continuous Neural Decision GraphsabstractWe present SplineNets, a practical and novel approach for using conditioning in convolutional neural networks (CNNs). SplineNets are continuous generalizations of neural decision graphs, and they can dramatically reduce runtime complexity and computation costs of CNNs, while maintaining or even increasing accuracy. Functions of SplineNets are both dynamic (i.e., conditioned on the input) and hierarchical (i.e.,conditioned on the computational path). SplineNets employ a unified loss function with a desired level of smoothness over both the network and decision parameters, while allowing for sparse activation of a subset of nodes for individual samples. In particular, we embed infinitely many function weights (e.g. filters) on smooth, low dimensional manifolds parameterized by compact B-splines, which are indexed by a position parameter. Instead of sampling from a categorical distribution to pick a branch, samples choose a continuous position to pick a function weight. We further show that by maximizing the mutual information between spline positions and class labels, the network can be optimally utilized and specialized for classification tasks. Experiments show that our approach can significantly increase the accuracy of ResNets with negligible cost in speed, matching the precision of a 110 level ResNet with a 32 level SplineNet. Cem Keskin, Shahram Izadi |
NeurIPS | 1 |
| 2018 | The need 4 speed in real-time dense visual trackingabstractThe advent of consumer depth cameras has incited the development of a new cohort of algorithms tackling challenging computer vision problems. The primary reason is that depth provides direct geometric information that is largely invariant to texture and illumination. As such, substantial progress has been made in human and object pose estimation, 3D reconstruction and simultaneous localization and mapping. Most of these algorithms naturally benefit from the ability to accurately track the pose of an object or scene of interest from one frame to the next. However, commercially available depth sensors (typically running at 30fps) can allow for large inter-frame motions to occur that make such tracking problematic. A high frame rate depth camera would thus greatly ameliorate these issues, and further increase the tractability of these computer vision problems. Nonetheless, the depth accuracy of recent systems for high-speed depth estimation [Fanello et al. 2017b] can degrade at high frame rates. This is because the active illumination employed produces a low SNR and thus a high exposure time is required to obtain a dense accurate depth image. Furthermore in the presence of rapid motion, longer exposure times produce artifacts due to motion blur, and necessitates a lower frame rate that introduces large inter-frame motion that often yield tracking failures. In contrast, this paper proposes a novel combination of hardware and software components that avoids the need to compromise between a dense accurate depth map and a high frame rate. We document the creation of a full 3D capture system for high speed and quality depth estimation, and demonstrate its advantages in a variety of tracking and reconstruction tasks. We extend the state of the art active stereo algorithm presented in Fanello et al. [2017b] by adding a space-time feature in the matching phase. We also propose a machine learning based depth refinement step that is an order of magnitude faster than traditional postprocessing methods. We quantitatively and qualitatively demonstrate the benefits of the proposed algorithms in the acquisition of geometry in motion. Our pipeline executes in 1.1ms leveraging modern GPUs and off-the-shelf cameras and illumination components. We show how the sensor can be employed in many different applications, from [non-]rigid reconstructions to hand/face tracking. Further, we show many advantages over existing state of the art depth camera technologies beyond framerate, including latency, motion artifacts, multi-path errors, and multi-sensor interference. Adarsh Kowdle, Christoph Rhemann, Sean Ryan Fanello, Andrea Tagliasacchi, Jonathan Taylor 0001, Philip Davidson, Mingsong Dou, Cem Keskin, Sameh Khamis, David Kim 0002, Danhang Tang, Vladimir Tankovich, Julien P. C. Valentin, Shahram Izadi |
ACM Trans. Graph. | 9 |
| 2018 | LookinGood: enhancing performance capture with real-time neural re-renderingabstractMotivated by augmented and virtual reality applications such as telepresence, there has been a recent focus in real-time performance capture of humans under motion. However, given the real-time constraint, these systems often suffer from artifacts in geometry and texture such as holes and noise in the final rendering, poor lighting, and low-resolution textures. We take the novel approach to augment such real-time performance capture systems with a deep architecture that takes a rendering from an arbitrary viewpoint, and jointly performs completion, super resolution, and denoising of the imagery in real-time. We call this approach neural (re-)rendering , and our live system "LookinGood". Our deep architecture is trained to produce high resolution and high quality images from a coarse rendering in real-time. First, we propose a self-supervised training method that does not require manual ground-truth annotation. We contribute a specialized reconstruction error that uses semantic information to focus on relevant parts of the subject, e.g. the face. We also introduce a salient reweighing scheme of the loss function that is able to discard outliers. We specifically design the system for virtual and augmented reality headsets where the consistency between the left and right eye plays a crucial role in the final user experience. Finally, we generate temporally stable results by explicitly minimizing the difference between two consecutive frames. We tested the proposed system in two different scenarios: one involving a single RGB-D sensor, and upper body reconstruction of an actor, the second consisting of full body 360° capture. Through extensive experimentation, we demonstrate how our system generalizes across unseen sequences and subjects. Ricardo Martin-Brualla, Rohit Pandey, Shuoran Yang, Pavel Pidlypenskyi, Jonathan Taylor 0001, Julien P. C. Valentin, Sameh Khamis, Philip Davidson, Anastasia Tkach, Peter Lincoln, Adarsh Kowdle, Christoph Rhemann, Dan B. Goldman, Cem Keskin, Steven M. Seitz, Shahram Izadi, Sean Ryan Fanello |
ACM Trans. Graph. | 14 |
| 2018 | Real-time compression and streaming of 4D performancesabstractWe introduce a realtime compression architecture for 4D performance capture that is two orders of magnitude faster than current state-of-the-art techniques, yet achieves comparable visual quality and bitrate. We note how much of the algorithmic complexity in traditional 4D compression arises from the necessity to encode geometry using an explicit model (i.e. a triangle mesh). In contrast, we propose an encoder that leverages an implicit representation (namely a Signed Distance Function) to represent the observed geometry, as well as its changes through time. We demonstrate how SDFs, when defined over a small local region (i.e. a block), admit a low-dimensional embedding due to the innate geometric redundancies in their representation. We then propose an optimization that takes a Truncated SDF (i.e. a TSDF), such as those found in most rigid/non-rigid reconstruction pipelines, and efficiently projects each TSDF block onto the SDF latent space. This results in a collection of low entropy tuples that can be effectively quantized and symbolically encoded. On the decoder side, to avoid the typical artifacts of block-based coding, we also propose a variational optimization that compensates for quantization residuals in order to penalize unsightly discontinuities in the decompressed signal. This optimization is expressed in the SDF latent embedding, and hence can also be performed efficiently. We demonstrate our compression/decompression architecture by realizing, to the best of our knowledge, the first system for streaming a real-time captured 4D performance on consumer-level networks. Danhang Tang, Mingsong Dou, Peter Lincoln, Philip Davidson, Jonathan Taylor 0001, Sean Ryan Fanello, Cem Keskin, Adarsh Kowdle, Sofien Bouaziz, Shahram Izadi, Andrea Tagliasacchi |
ACM Trans. Graph. | 8 |
| 2017 | Articulated distance fields for ultra-fast tracking of hands interactingabstractThe state of the art in articulated hand tracking has been greatly advanced by hybrid methods that fit a generative hand model to depth data, leveraging both temporally and discriminatively predicted starting poses. In this paradigm, the generative model is used to define an energy function and a local iterative optimization is performed from these starting poses in order to find a "good local minimum" (i.e. a local minimum close to the true pose). Performing this optimization quickly is key to exploring more starting poses, performing more iterations and, crucially, exploiting high frame rates that ensure that temporally predicted starting poses are in the basin of convergence of a good local minimum. At the same time, a detailed and accurate generative model tends to deepen the good local minima and widen their basins of convergence. Recent work, however, has largely had to trade-off such a detailed hand model with one that facilitates such rapid optimization. We present a new implicit model of hand geometry that mostly avoids this compromise and leverage it to build an ultra-fast hybrid hand tracking system. Specifically, we construct an articulated signed distance function that, for any pose, yields a closed form calculation of both the distance to the detailed surface geometry and the necessary derivatives to perform gradient based optimization. There is no need to introduce or update any explicit "correspondences" yielding a simple algorithm that maps well to parallel hardware such as GPUs. As a result, our system can run at extremely high frame rates (e.g. up to 1000fps). Furthermore, we demonstrate how to detect, segment and optimize for two strongly interacting hands, recovering complex interactions at extremely high framerates. In the absence of publicly available datasets of sufficiently high frame rate, we leverage a multiview capture system to create a new 180fps dataset of one and two hands interacting together or with objects. Jonathan Taylor 0001, Vladimir Tankovich, Danhang Tang, Cem Keskin, David Kim 0002, Philip Davidson, Adarsh Kowdle, Shahram Izadi |
ACM Trans. Graph. | 4 |
| 2016 | Learning to Navigate the Energy LandscapeabstractIn this paper, we present a novel, general, and efficient architecture for addressing computer vision problems that are approached from an 'Analysis by Synthesis' standpoint. Analysis by synthesis involves the minimization of reconstruction error, which is typically a non-convex function of the latent target variables. State-of-the-art methods adopt a hybrid scheme where discriminatively trained predictors like Random Forests or Convolutional Neural Networks are used to initialize local search algorithms. While these hybrid methods have been shown to produce promising results, they often get stuck in local optima. Our method goes beyond the conventional hybrid architecture by not only proposing multiple accurate initial solutions but by also defining a navigational structure over the solution space that can be used for extremely efficient gradient-free local search. We demonstrate the efficacy and generalizability of our approach on tasks as diverse as Hand Pose Estimation, RGB Camera Relocalization, and Image Retrieval. Julien P. C. Valentin, Angela Dai, Matthias Nießner, Pushmeet Kohli, Philip Torr 0001, Shahram Izadi, Cem Keskin |
3DV | 7 |
| 2016 | Holoportation: Virtual 3D Teleportation in Real-timeabstractWe present an end-to-end system for augmented and virtual reality telepresence, called Holoportation. Our system demonstrates high-quality, real-time 3D reconstructions of an entire space, including people, furniture and objects, using a set of new depth cameras. These 3D models can also be transmitted in real-time to remote users. This allows users wearing virtual or augmented reality displays to see, hear and interact with remote participants in 3D, almost as if they were present in the same physical space. From an audio-visual perspective, communicating and interacting with remote users edges closer to face-to-face communication. This paper describes the Holoportation technical system in full, its key interactive capabilities, the application scenarios it enables, and an initial qualitative study of using this new communication medium. Sergio Orts, Christoph Rhemann, Sean Ryan Fanello, Wayne Chang, Adarsh Kowdle, Yury Degtyarev, David Kim 0002, Philip Davidson, Sameh Khamis, Mingsong Dou, Vladimir Tankovich, Charles T. Loop, Qin Cai, Philip A. Chou, Sarah Mennicken, Julien P. C. Valentin, Vivek Pradeep, Shenlong Wang, Sing Bing Kang, Pushmeet Kohli, Yuliya Lutchyn, Cem Keskin, Shahram Izadi |
UIST | 22 |
| 2016 | Efficient and precise interactive hand tracking through joint, continuous optimization of pose and correspondencesabstractFully articulated hand tracking promises to enable fundamentally new interactions with virtual and augmented worlds, but the limited accuracy and efficiency of current systems has prevented widespread adoption. Today's dominant paradigm uses machine learning for initialization and recovery followed by iterative model-fitting optimization to achieve a detailed pose fit. We follow this paradigm, but make several changes to the model-fitting, namely using: (1) a more discriminative objective function; (2) a smooth-surface model that provides gradients for non-linear optimization; and (3) joint optimization over both the model pose and the correspondences between observed data points and the model surface. While each of these changes may actually increase the cost per fitting iteration, we find a compensating decrease in the number of iterations. Further, the wide basin of convergence means that fewer starting points are needed for successful model fitting. Our system runs in real-time on CPU only, which frees up the commonly over-burdened GPU for experience designers. The hand tracker is efficient enough to run on low-power devices such as tablets. We can track up to several meters from the camera to provide a large working volume for interaction, even using the noisy data from current-generation depth cameras. Quantitative assessments on standard datasets show that the new approach exceeds the state of the art in accuracy. Qualitative results take the form of live recordings of a range of interactive experiences enabled by this new approach. Jonathan Taylor 0001, Lucas Bordeaux, Thomas J. Cashman 0001, Bob Corish, Cem Keskin, Toby Sharp, Eduardo Soto, David Sweeney, Julien P. C. Valentin, Benjamin Luff, Arran Topalian, Erroll Wood, Sameh Khamis, Pushmeet Kohli, Shahram Izadi, Richard Banks, Andrew W. Fitzgibbon, Jamie Shotton |
ACM Trans. Graph. | 5 |
| 2015 | Accurate, Robust, and Flexible Real-time Hand TrackingabstractWe present a new real-time hand tracking system based on a single depth camera. The system can accurately reconstruct complex hand poses across a variety of subjects. It also allows for robust tracking, rapidly recovering from any temporary failures. Most uniquely, our tracker is highly flexible, dramatically improving upon previous approaches which have focused on front-facing close-range scenarios. This flexibility opens up new possibilities for human-computer interaction with examples including tracking at distances from tens of centimeters through to several meters (for controlling the TV at a distance), supporting tracking using a moving depth camera (for mobile scenarios), and arbitrary camera placements (for VR headsets). These features are achieved through a new pipeline that combines a multi-layered discriminative reinitialization strategy for per-frame pose estimation, followed by a generative model-fitting stage. We provide extensive technical details and a detailed qualitative and quantitative analysis. Toby Sharp, Cem Keskin, Duncan P. Robertson, Jonathan Taylor 0001, Jamie Shotton, David Kim 0002, Christoph Rhemann, Ido Leichter, Alon Vinnikov, Daniel Freedman, Pushmeet Kohli, Eyal Krupka, Andrew W. Fitzgibbon, Shahram Izadi |
CHI | 2 |
| 2015 | Learning an efficient model of hand shape variation from depth imagesabstractWe describe how to learn a compact and efficient model of the surface deformation of human hands. The model is built from a set of noisy depth images of a diverse set of subjects performing different poses with their hands. We represent the observed surface using Loop subdivision of a control mesh that is deformed by our learned parametric shape and pose model. The model simultaneously accounts for variation in subject-specific shape and subject-agnostic pose. Specifically, hand shape is parameterized as a linear combination of a mean mesh in a neutral pose with a small number of offset vectors. This mesh is then articulated using standard linear blend skinning (LBS) to generate the control mesh of a subdivision surface. We define an energy that encourages each depth pixel to be explained by our model, and the use of a smooth subdivision surface allows us to optimize for all parameters jointly from a rough initialization. The efficacy of our method is demonstrated using both synthetic and real data, where it is shown that hand shape variation can be represented using only a small number of basis components. We compare with other approaches including PCA and show a substantial improvement in the representational power of our model, while maintaining the efficiency of a linear shape basis. Sameh Khamis, Jonathan Taylor 0001, Jamie Shotton, Cem Keskin, Shahram Izadi, Andrew W. Fitzgibbon |
CVPR | 4 |
| 2015 | Computationally bounded retrievalabstractThe increase in size of large image databases makes the problem of efficient retrieval extremely challenging. This is especially true in the case of high dimensional data where even operations like hashing become expensive because of costly projection operators. Unlike most hashing methods that sacrifice accuracy for speed, we propose a novel method that improves the speed of high dimensional image retrieval by several orders of magnitude without any significant drop in performance. To do this, we propose to learn computationally bounded sparse projections for the encoding step. To further increase the accuracy of the method, we add an orthogonality constraint on projections to reduce bit correlation. We then introduce an iterative scheme that jointly optimizes this objective, which helps us obtain fast and efficient projections. We demonstrate this technique on large retrieval databases, specifically ImageNET, GIST1M and SUN-attribute for the task of nearest neighbor retrieval, and show that our method achieves a speed-up of up to a factor of 100 over state-of-the-art methods, while having on-par and in some cases even better accuracy. Mohammad Rastegari, Cem Keskin, Pushmeet Kohli, Shahram Izadi |
CVPR | 2 |
| 2015 | Opening the Black Box: Hierarchical Sampling Optimization for Estimating Human Hand PoseabstractWe address the problem of hand pose estimation, formulated as an inverse problem. Typical approaches optimize an energy function over pose parameters using a 'black box' image generation procedure. This procedure knows little about either the relationships between the parameters or the form of the energy function. In this paper, we show that we can significantly improving upon black box optimization by exploiting high-level knowledge of the structure of the parameters and using a local surrogate energy function. Our new framework, hierarchical sampling optimization, consists of a sequence of predictors organized into a kinematic hierarchy. Each predictor is conditioned on its ancestors, and generates a set of samples over a subset of the pose parameters. The highly-efficient surrogate energy is used to select among samples. Having evaluated the full hierarchy, the partial pose samples are concatenated to generate a full-pose hypothesis. Several hypotheses are generated using the same procedure, and finally the original full energy function selects the best result. Experimental evaluation on three publically available datasets show that our method is particularly impressive in low-compute scenarios where it significantly outperforms all other state-of-the-art methods. Danhang Tang, Jonathan Taylor 0001, Pushmeet Kohli, Cem Keskin, Tae-Kyun Kim 0001, Jamie Shotton |
ICCV | 4 |
| 2014 | Real-Time Face Reconstruction from a Single Depth ImageabstractThis paper contributes a real time method for recovering facial shape and expression from a single depth image. The method also estimates an accurate and dense correspondence field between the input depth image and a generic face model. Both outputs are a result of minimizing the error in reconstructing the depth image, achieved by applying a set of identity and expression blend shapes to the model. Traditionally, such a generative approach has shown to be computationally expensive and non-robust because of the non-linear nature of the reconstruction error. To overcome this problem, we use a discriminatively trained prediction pipeline that employs random forests to generate an initial dense but noisy correspondence field. Our method then exploits a fast ICP-like approximation to update these correspondences, allowing us to quickly obtain a robust initial fit of our model. The model parameters are then fine tuned to minimize the true reconstruction error using a stochastic optimization technique. The correspondence field resulting from our hybrid generative-discriminative pipeline is accurate and useful for a variety of applications such as mesh deformation and retexturing. Our method works in real-time on a single depth image i.e. Without temporal tracking, is free from per-user calibration, and works in low-light conditions. Vahid Kazemi, Cem Keskin, Jonathan Taylor 0001, Pushmeet Kohli, Shahram Izadi |
3DV | 2 |
| 2014 | A low-cost transparent electric field sensor for 3d interaction on mobile devicesabstractWe contribute a thin, transparent, and low-cost design for electric field sensing, allowing for 3D finger and hand tracking and gestures on mobile devices. Our approach requires no direct instrumentation of the hand or body, and is non-optical, allowing for a compact form-factor that is resilient to ambient illumination. Our simple driver electronics are based on an off-the-shelf chip that removes the need for building custom analog electronics. We describe the design of our transparent electrode array, and present a machine learning algorithm for mapping from signal measurements at the receivers to 3D positions. We demonstrate non-contact motion gestures, and precise 3D hand and finger localization. We conclude by discussing limitations and future work. Mathieu Le Goc, Stuart Taylor, Shahram Izadi, Cem Keskin |
CHI | 4 |
| 2014 | RetroDepth: 3D silhouette sensing for high-precision input on and above physical surfacesabstractWe present RetroDepth, a new vision-based system for accurately sensing the 3D silhouettes of hands, styluses, and other objects, as they interact on and above physical surfaces. Our setup is simple, cheap, and easily reproducible, comprising of two infrared cameras, diffuse infrared LEDs, and any off-the-shelf retro-reflective material. The retro-reflector aids image segmentation, creating a strong contrast between the surface and any object in proximity. A new highly efficient stereo matching algorithm precisely estimates the 3D contours of interacting objects and the retro-reflective surfaces. A novel pipeline enables 3D finger, hand and object tracking, as well as gesture recognition, purely using these 3D contours. We demonstrate high-precision sensing, allowing robust disambiguation between a finger or stylus touching, pressing or interacting above the surface. This allows many interactive scenarios that seamlessly mix together freehand 3D interactions with touch, pressure and stylus input. As shown, these rich modalities of input are enabled on and above any retro-reflective surface, including custom "physical widgets" fabricated by users. We compare our system with Kinect and Leap Motion, and conclude with limitations and future work. David Kim 0002, Shahram Izadi, Jakub Dostal, Christoph Rhemann, Cem Keskin, Christopher Zach, Jamie Shotton, Timothy A. Large, Steven Bathiche, Matthias Nießner, Alex Butler, Sean Ryan Fanello, Vivek Pradeep |
CHI | 5 |
| 2014 | Type-hover-swipe in 96 bytes: a motion sensing mechanical keyboardabstractWe present a new type of augmented mechanical keyboard, capable of sensing rich and expressive motion gestures performed both on and directly above the device. Our hardware comprises of low-resolution matrix of infrared (IR) proximity sensors interspersed between the keys of a regular mechanical keyboard. This results in coarse but high frame-rate motion data. We extend a machine learning algorithm, traditionally used for static classification only, to robustly support dynamic, temporal gestures. We propose the use of motion signatures a technique that utilizes pairs of motion history images and a random forest based classifier to robustly recognize a large set of motion gestures on and directly above the keyboard. Our technique achieves a mean per-frame classification accuracy of 75.6% in leave-one-subject-out and 89.9% in half-test/half-training cross-validation. We detail our hardware and gesture recognition algorithm, provide performance and accuracy numbers, and demonstrate a large set of gestures designed to be performed with our device. We conclude with qualitative feedback from users, discussion of limitations and areas for future work. Stuart Taylor, Cem Keskin, Otmar Hilliges, Shahram Izadi, John Helmes |
CHI | 2 |
| 2014 | Filter Forests for Learning Data-Dependent Convolutional KernelsabstractWe propose 'filter forests' (FF), an efficient new discriminative approach for predicting continuous variables given a signal and its context. FF can be used for general signal restoration tasks that can be tackled via convolutional filtering, where it attempts to learn the optimal filtering kernels to be applied to each data point. The model can learn both the size of the kernel and its values, conditioned on the observation and its spatial or temporal context. We show that FF compares favorably to both Markov random field based and recently proposed regression forest based approaches for labeling problems in terms of efficiency and accuracy. In particular, we demonstrate how FF can be used to learn optimal denoising filters for natural images as well as for other tasks such as depth image refinement, and 1D signal magnitude estimation. Numerous experiments and quantitative comparisons show that FFs achieve accuracy at par or superior to recent state of the art techniques, while being several orders of magnitude faster. Sean Ryan Fanello, Cem Keskin, Pushmeet Kohli, Shahram Izadi, Jamie Shotton, Antonio Criminisi, Ugo Pattacini, Tim Paek |
CVPR | 2 |
| 2014 | User-Specific Hand Modeling from Monocular Depth SequencesabstractThis paper presents a method for acquiring dense nonrigid shape and deformation from a single monocular depth sensor. We focus on modeling the human hand, and assume that a single rough template model is available. We combine and extend existing work on model-based tracking, subdivision surface fitting, and mesh deformation to acquire detailed hand models from as few as 15 frames of depth data. We propose an objective that measures the error of fit between each sampled data point and a continuous model surface defined by a rigged control mesh, and uses as-rigid-as-possible (ARAP) regularizers to cleanly separate the model and template geometries. A key contribution is our use of a smooth model based on subdivision surfaces that allows simultaneous optimization over both correspondences and model parameters. This avoids the use of iterated closest point (ICP) algorithms which often lead to slow convergence. Automatic initialization is obtained using a regression forest trained to infer approximate correspondences. Experiments show that the resulting meshes model the user's hand shape more accurately than just adapting the shape parameters of the skeleton, and that the retargeted skeleton accurately models the user's articulations. We investigate the effect of various modeling choices, and show the benefits of using subdivision surfaces and ARAP regularization. Jonathan Taylor 0001, Richard V. Stebbing, Varun Ramakrishna, Cem Keskin, Jamie Shotton, Shahram Izadi, Aaron Hertzmann, Andrew W. Fitzgibbon |
CVPR | 4 |
| 2014 | In-air gestures around unmodified mobile devicesabstractWe present a novel machine learning based algorithm extending the interaction space around mobile devices. The technique uses only the RGB camera now commonplace on off-the-shelf mobile devices. Our algorithm robustly recognizes a wide range of in-air gestures, supporting user variation, and varying lighting conditions. We demonstrate that our algorithm runs in real-time on unmodified mobile devices, including resource-constrained smartphones and smartwatches. Our goal is not to replace the touchscreen as primary input device, but rather to augment and enrich the existing interaction vocabulary using gestures. While touch input works well for many scenarios, we demonstrate numerous interaction tasks such as mode switches, application and task management, menu selection and certain types of navigation, where such input can be either complemented or better served by in-air gestures. This removes screen real-estate issues on small touchscreens, and allows input to be expanded to the 3D space around the device. We present results for recognition accuracy (93% test and 98% train), impact of memory footprint and other model parameters. Finally, we report results from preliminary user evaluations, discuss advantages and limitations and conclude with directions for future work. Jie Song 0006, Gábor Sörös, Fabrizio Pece, Sean Ryan Fanello, Shahram Izadi, Cem Keskin, Otmar Hilliges |
UIST | 6 |
| 2014 | Learning to be a depth camera for close-range human capture and interactionabstractWe present a machine learning technique for estimating absolute, per-pixel depth using any conventional monocular 2D camera, with minor hardware modifications. Our approach targets close-range human capture and interaction where dense 3D estimation of hands and faces is desired. We use hybrid classification-regression forests to learn how to map from near infrared intensity images to absolute , metric depth in real-time. We demonstrate a variety of human-computer interaction and capture scenarios. Experiments show an accuracy that outperforms a conventional light fall-off baseline, and is comparable to high-quality consumer depth cameras, but with a dramatically reduced cost, power consumption, and form-factor. Sean Ryan Fanello, Cem Keskin, Shahram Izadi, Pushmeet Kohli, David Kim 0002, David Sweeney, Antonio Criminisi, Jamie Shotton, Sing Bing Kang, Tim Paek |
ACM Trans. Graph. | 2 |
| 2012 | Hand Pose Estimation and Hand Shape Classification Using Multi-layered Randomized Decision Forests
Cem Keskin, Furkan Kiraç, Yunus Emre Kara, Lale Akarun |
ECCV (6) | 1 |
| 2009 | STARS: Sign tracking and recognition system using input-output HMMs
Cem Keskin, Lale Akarun |
Pattern Recognit. Lett. | 1 |