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Nadia Robertini

dblp:141/1981 · DBLP profile ↗
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7ranked-venue papers
4as first author
1since 2021 · last 2023
0000-0003-4672-1316ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 3 · 1 first-author

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

Artificial intelligence
2 papers
3D vision · 94% Face, body and person analysis · 6%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 56% Geometric modeling and processing · 44%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
performance capture
0.312017
Multi-view Performance Capture of Surface Details · Int. J. Comput. Vis. 2017
Geometric modeling and processing
surface reconstruction
0.312017
Multi-view Performance Capture of Surface Details · Int. J. Comput. Vis. 2017
Computer vision › 3D vision › motion capture
human shape and motion capture
0.212016
General Automatic Human Shape and Motion Capture Using Volumetric Contour Cues · ECCV (5) 2016
Computer vision › 3D vision
3d reconstruction
0.212015
A Versatile Scene Model with Differentiable Visibility Applied to Generative Pose Estimation · ICCV 2015
Computer vision › 3D vision › pose estimation
generative pose estimation
0.212015
A Versatile Scene Model with Differentiable Visibility Applied to Generative Pose Estimation · ICCV 2015
Computer vision › 3D vision
pose estimation
0.212015
A Versatile Scene Model with Differentiable Visibility Applied to Generative Pose Estimation · ICCV 2015
Computer animation and physical simulation
motion capture
0.112016
General Automatic Human Shape and Motion Capture Using Volumetric Contour Cues · ECCV (5) 2016
Computer vision › Face, body and person analysis
human pose estimation
0.112015
A Versatile Scene Model with Differentiable Visibility Applied to Generative Pose Estimation · ICCV 2015
Computer vision › 3D vision › motion capture › human motion capture
markerless motion capture
0.112015
A Versatile Scene Model with Differentiable Visibility Applied to Generative Pose Estimation · ICCV 2015

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

volumetric contour cues · 0.5global optimization · 0.3gaussian representation · 0.3numerical optimization · 0.2differentiable rendering · 0.2
YearPublicationVenuePosition
2023 THOR-Net: End-to-end Graformer-based Realistic Two Hands and Object Reconstruction with Self-supervision
abstract
Realistic reconstruction of two hands interacting with objects is a new and challenging problem that is essential for building personalized Virtual and Augmented Reality environments. Graph Convolutional networks (GCNs) allow for the preservation of the topologies of hands poses and shapes by modeling them as a graph. In this work, we propose the THOR-Net which combines the power of GCNs, Transformer, and self-supervision to realistically reconstruct two hands and an object from a single RGB image. Our network comprises two stages; namely the features extraction stage and the reconstruction stage. In the features extraction stage, a Keypoint RCNN is used to ex-tract 2D poses, features maps, heatmaps, and bounding boxes from a monocular RGB image. Thereafter, this 2D information is modeled as two graphs and passed to the two branches of the reconstruction stage. The shape re-construction branch estimates meshes of two hands and an object using our novel coarse-to-fine GraFormer shape network. The 3D poses of the hands and objects are re-constructed by the other branch using a GraFormer network. Finally, a self-supervised photometric loss is used to directly regress the realistic textured of each vertex in the hands’ meshes. Our approach achieves State-of-the-art results in Hand shape estimation on the HO-3D dataset (10.0mm) exceeding ArtiBoost (10.8mm). It also surpasses other methods in hand pose estimation on the challenging two hands and object (H2O) dataset by 5mm on the left-hand pose and 1 mm on the right-hand pose. THOR-Net code will be available at https://github.com/ATAboukhadra/THOR-Net.
Ahmed Tawfik Aboukhadra, Jameel Malik, Ahmed Elhayek, Nadia Robertini, Didier Stricker
WACV4
2018 Illumination-Invariant Robust Multiview 3D Human Motion Capture
abstract
In this work we address the problem of capturing human body motion under changing lighting conditions in a multiview setup. In order to account for changing lighting conditions we propose to use an intermediate image representation that is invariant to the scene lighting. In our approach this is achieved by solving time-varying segmentation problems that use frame- and view-dependent appearance costs that are able to adjust to the present conditions. Moreover, we use an adaptive combination of our lighting-invariant segmentation with CNN-based joint detectors in order to increase the robustness to segmentation errors. In our experimental validation we demonstrate that our method is able to handle difficult conditions better than existing works.
Nadia Robertini, Florian Bernard 0001, Weipeng Xu, Christian Theobalt
WACV1
2017 Multi-view Performance Capture of Surface Details
abstract
This paper presents a novel approach to recover true fine surface detail of deforming meshes reconstructed from multi-view video. Template-based methods for performance capture usually produce a coarse-to-medium scale detail 4D surface reconstruction which does not contain the real high-frequency geometric detail present in the original video footage. Fine scale deformation is often incorporated in a second pass by using stereo constraints, features, or shading-based refinement. In this paper, we propose an alternative solution to this second stage by formulating dense dynamic surface reconstruction as a global optimization problem of the densely deforming surface. Our main contribution is an implicit representation of a deformable mesh that uses a set of Gaussian functions on the surface to represent the initial coarse mesh, and a set of Gaussians for the images to represent the original captured multi-view images. We effectively find the fine scale deformations for all mesh vertices, which maximize photo-temporal-consistency, by densely optimizing our model-to-image consistency energy on all vertex positions. Our formulation yields a smooth closed form energy with implicit occlusion handling and analytic derivatives. Furthermore, it does not require error-prone correspondence finding or discrete sampling of surface displacement values. We demonstrate our approach on a variety of datasets of human subjects wearing loose clothing and performing different motions. We qualitatively and quantitatively demonstrate that our technique successfully reproduces finer detail than the input baseline geometry.
Nadia Robertini, Dan Casas, Edilson de Aguiar, Christian Theobalt
Int. J. Comput. Vis.1
2016 Model-Based Outdoor Performance Capture
abstract
We propose a new model-based method to accurately reconstruct human performances captured outdoors in a multi-camera setup. Starting from a template of the actor model, we introduce a new unified implicit representation for both, articulated skeleton tracking and non-rigid surface shape refinement. Our method fits the template to unsegmented video frames in two stages - first, the coarse skeletal pose is estimated, and subsequently non-rigid surface shape and body pose are jointly refined. Particularly for surface shape refinement we propose a new combination of 3D Gaussians designed to align the projected model with likely silhouette contours without explicit segmentation or edge detection. We obtain reconstructions of much higher quality in outdoor settings than existing methods, and show that we are on par with state-of-the-art methods on indoor scenes for which they were designed.
Nadia Robertini, Dan Casas, Helge Rhodin, Hans-Peter Seidel, Christian Theobalt
3DV1
2016 General Automatic Human Shape and Motion Capture Using Volumetric Contour Cues
Helge Rhodin, Nadia Robertini, Dan Casas, Christian Richardt, Hans-Peter Seidel, Christian Theobalt
ECCV (5)2
2015 A Versatile Scene Model with Differentiable Visibility Applied to Generative Pose Estimation
abstract
Generative reconstruction methods compute the 3D configuration (such as pose and/or geometry) of a shape by optimizing the overlap of the projected 3D shape model with images. Proper handling of occlusions is a big challenge, since the visibility function that indicates if a surface point is seen from a camera can often not be formulated in closed form, and is in general discrete and non-differentiable at occlusion boundaries. We present a new scene representation that enables an analytically differentiable closed-form formulation of surface visibility. In contrast to previous methods, this yields smooth, analytically differentiable, and efficient to optimize pose similarity energies with rigorous occlusion handling, fewer local minima, and experimentally verified improved convergence of numerical optimization. The underlying idea is a new image formation model that represents opaque objects by a translucent medium with a smooth Gaussian density distribution which turns visibility into a smooth phenomenon. We demonstrate the advantages of our versatile scene model in several generative pose estimation problems, namely marker-less multi-object pose estimation, marker-less human motion capture with few cameras, and image-based 3D geometry estimation.
Helge Rhodin, Nadia Robertini, Christian Richardt, Hans-Peter Seidel, Christian Theobalt
ICCV2
2014 Efficient Multi-view Performance Capture of Fine-Scale Surface Detail
abstract
We present a new effective way for performance capture of deforming meshes with fine-scale time-varying surface detail from multi-view video. Our method builds up on coarse 4D surface reconstructions, as obtained with commonly used template-based methods. As they only capture models of coarse-to-medium scale detail, fine scale deformation detail is often done in a second pass by using stereo constraints, features, or shading-based refinement. In this paper, we propose a new effective and stable solution to this second step. Our framework creates an implicit representation of the deformable mesh using a dense collection of 3D Gaussian functions on the surface, and a set of 2D Gaussians for the images. The fine scale deformation of all mesh vertices that maximizes photo-consistency can be efficiently found by densely optimizing a new model-to-image consistency energy on all vertex positions. A principal advantage is that our problem formulation yields a smooth closed form energy with implicit occlusion handling and analytic derivatives. Error-prone correspondence finding, or discrete sampling of surface displacement values are also not needed. We show several reconstructions of human subjects wearing loose clothing, and we qualitatively and quantitatively show that we robustly capture more detail than related methods.
Nadia Robertini, Edilson de Aguiar, Thomas Helten, Christian Theobalt
3DV1