Abstract:We present Better Together, a method that simultaneously solves the human pose estimation problem while reconstructing a photorealistic 3D human avatar from multi-view videos. While prior art usually solves these problems separately, we argue that joint optimization of skeletal motion with a 3D renderable body model brings synergistic effects, i.e. yields more precise motion capture and improved visual quality of real-time rendering of avatars. To achieve this, we introduce a novel animatable avatar with 3D Gaussians rigged on a personalized mesh and propose to optimize the motion sequence with time-dependent MLPs that provide accurate and temporally consistent pose estimates. We first evaluate our method on highly challenging yoga poses and demonstrate state-of-the-art accuracy on multi-view human pose estimation, reducing error by 35% on body joints and 45% on hand joints compared to keypoint-based methods. At the same time, our method significantly boosts the visual quality of animatable avatars (+2dB PSNR on novel view synthesis) on diverse challenging subjects.
Abstract:We present GASPACHO: a method for generating photorealistic controllable renderings of human-object interactions. Given a set of multi-view RGB images of human-object interactions, our method reconstructs animatable templates of the human and object as separate sets of Gaussians simultaneously. Different from existing work, which focuses on human reconstruction and ignores objects as background, our method explicitly reconstructs both humans and objects, thereby allowing for controllable renderings of novel human object interactions in different poses from novel-camera viewpoints. During reconstruction, we constrain the Gaussians that generate rendered images to be a linear function of a set of canonical Gaussians. By simply changing the parameters of the linear deformation functions after training, our method can generate renderings of novel human-object interaction in novel poses from novel camera viewpoints. We learn the 3D Gaussian properties of the canonical Gaussians on the underlying 2D manifold of the canonical human and object templates. This in turns requires a canonical object template with a fixed UV unwrapping. To define such an object template, we use a feature based representation to track the object across the multi-view sequence. We further propose an occlusion aware photometric loss that allows for reconstructions under significant occlusions. Several experiments on two human-object datasets - BEHAVE and DNA-Rendering - demonstrate that our method allows for high-quality reconstruction of human and object templates under significant occlusion and the synthesis of controllable renderings of novel human-object interactions in novel human poses from novel camera views.
Abstract:Traditionally, 3d indoor datasets have generally prioritized scale over ground-truth accuracy in order to obtain improved generalization. However, using these datasets to evaluate dense geometry tasks, such as depth rendering, can be problematic as the meshes of the dataset are often incomplete and may produce wrong ground truth to evaluate the details. In this paper, we propose SCRREAM, a dataset annotation framework that allows annotation of fully dense meshes of objects in the scene and registers camera poses on the real image sequence, which can produce accurate ground truth for both sparse 3D as well as dense 3D tasks. We show the details of the dataset annotation pipeline and showcase four possible variants of datasets that can be obtained from our framework with example scenes, such as indoor reconstruction and SLAM, scene editing & object removal, human reconstruction and 6d pose estimation. Recent pipelines for indoor reconstruction and SLAM serve as new benchmarks. In contrast to previous indoor dataset, our design allows to evaluate dense geometry tasks on eleven sample scenes against accurately rendered ground truth depth maps.
Abstract:Interactions between human and objects are influenced not only by the object's pose and shape, but also by physical attributes such as object mass and surface friction. They introduce important motion nuances that are essential for diversity and realism. Despite advancements in recent kinematics-based methods, this aspect has been overlooked. Generating nuanced human motion presents two challenges. First, it is non-trivial to learn from multi-modal human and object information derived from both the physical and non-physical attributes. Second, there exists no dataset capturing nuanced human interactions with objects of varying physical properties, hampering model development. This work addresses the gap by introducing the FORCE model, a kinematic approach for synthesizing diverse, nuanced human-object interactions by modeling physical attributes. Our key insight is that human motion is dictated by the interrelation between the force exerted by the human and the perceived resistance. Guided by a novel intuitive physics encoding, the model captures the interplay between human force and resistance. Experiments also demonstrate incorporating human force facilitates learning multi-class motion. Accompanying our model, we contribute the FORCE dataset. It features diverse, different-styled motion through interactions with varying resistances.
Abstract:Modeling hand-object interactions is a fundamentally challenging task in 3D computer vision. Despite remarkable progress that has been achieved in this field, existing methods still fail to synthesize the hand-object interaction photo-realistically, suffering from degraded rendering quality caused by the heavy mutual occlusions between the hand and the object, and inaccurate hand-object pose estimation. To tackle these challenges, we present a novel free-viewpoint rendering framework, Neural Contact Radiance Field (NCRF), to reconstruct hand-object interactions from a sparse set of videos. In particular, the proposed NCRF framework consists of two key components: (a) A contact optimization field that predicts an accurate contact field from 3D query points for achieving desirable contact between the hand and the object. (b) A hand-object neural radiance field to learn an implicit hand-object representation in a static canonical space, in concert with the specifically designed hand-object motion field to produce observation-to-canonical correspondences. We jointly learn these key components where they mutually help and regularize each other with visual and geometric constraints, producing a high-quality hand-object reconstruction that achieves photo-realistic novel view synthesis. Extensive experiments on HO3D and DexYCB datasets show that our approach outperforms the current state-of-the-art in terms of both rendering quality and pose estimation accuracy.
Abstract:3D head animation has seen major quality and runtime improvements over the last few years, particularly empowered by the advances in differentiable rendering and neural radiance fields. Real-time rendering is a highly desirable goal for real-world applications. We propose HeadGaS, the first model to use 3D Gaussian Splats (3DGS) for 3D head reconstruction and animation. In this paper we introduce a hybrid model that extends the explicit representation from 3DGS with a base of learnable latent features, which can be linearly blended with low-dimensional parameters from parametric head models to obtain expression-dependent final color and opacity values. We demonstrate that HeadGaS delivers state-of-the-art results in real-time inference frame rates, which surpasses baselines by up to ~2dB, while accelerating rendering speed by over x10.
Abstract:This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has developed neural body representations that achieve impressive visual quality. However, these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose the first animatable human model based on 3D Gaussian Splatting, that has recently emerged as a very efficient alternative to neural radiance fields. Our body is represented by a set of gaussian primitives in a canonical space which are deformed in a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (\OURS) model in an end-to-end fashion from multi-view observations, and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method presents a PSNR 1.5dbB better than the state-of-the-art on THuman4 dataset while being able to render at 20fps or more.
Abstract:Cameras capture sensor RAW images and transform them into pleasant RGB images, suitable for the human eyes, using their integrated Image Signal Processor (ISP). Numerous low-level vision tasks operate in the RAW domain (e.g. image denoising, white balance) due to its linear relationship with the scene irradiance, wide-range of information at 12bits, and sensor designs. Despite this, RAW image datasets are scarce and more expensive to collect than the already large and public RGB datasets. This paper introduces the AIM 2022 Challenge on Reversed Image Signal Processing and RAW Reconstruction. We aim to recover raw sensor images from the corresponding RGBs without metadata and, by doing this, "reverse" the ISP transformation. The proposed methods and benchmark establish the state-of-the-art for this low-level vision inverse problem, and generating realistic raw sensor readings can potentially benefit other tasks such as denoising and super-resolution.
Abstract:In this paper we describe the design and the ideas motivating a new Continual Learning benchmark for Autonomous Driving (CLAD), that focuses on the problems of object classification and object detection. The benchmark utilises SODA10M, a recently released large-scale dataset that concerns autonomous driving related problems. First, we review and discuss existing continual learning benchmarks, how they are related, and show that most are extreme cases of continual learning. To this end, we survey the benchmarks used in continual learning papers at three highly ranked computer vision conferences. Next, we introduce CLAD-C, an online classification benchmark realised through a chronological data stream that poses both class and domain incremental challenges; and CLAD-D, a domain incremental continual object detection benchmark. We examine the inherent difficulties and challenges posed by the benchmark, through a survey of the techniques and methods used by the top-3 participants in a CLAD-challenge workshop at ICCV 2021. We conclude with possible pathways to improve the current continual learning state of the art, and which directions we deem promising for future research.
Abstract:This paper reviews the challenge on constrained high dynamic range (HDR) imaging that was part of the New Trends in Image Restoration and Enhancement (NTIRE) workshop, held in conjunction with CVPR 2022. This manuscript focuses on the competition set-up, datasets, the proposed methods and their results. The challenge aims at estimating an HDR image from multiple respective low dynamic range (LDR) observations, which might suffer from under- or over-exposed regions and different sources of noise. The challenge is composed of two tracks with an emphasis on fidelity and complexity constraints: In Track 1, participants are asked to optimize objective fidelity scores while imposing a low-complexity constraint (i.e. solutions can not exceed a given number of operations). In Track 2, participants are asked to minimize the complexity of their solutions while imposing a constraint on fidelity scores (i.e. solutions are required to obtain a higher fidelity score than the prescribed baseline). Both tracks use the same data and metrics: Fidelity is measured by means of PSNR with respect to a ground-truth HDR image (computed both directly and with a canonical tonemapping operation), while complexity metrics include the number of Multiply-Accumulate (MAC) operations and runtime (in seconds).