Abstract:Facial expression and hand motions are necessary to express our emotions and interact with the world. Nevertheless, most of the 3D human avatars modeled from a casually captured video only support body motions without facial expressions and hand motions.In this work, we present ExAvatar, an expressive whole-body 3D human avatar learned from a short monocular video. We design ExAvatar as a combination of the whole-body parametric mesh model (SMPL-X) and 3D Gaussian Splatting (3DGS). The main challenges are 1) a limited diversity of facial expressions and poses in the video and 2) the absence of 3D observations, such as 3D scans and RGBD images. The limited diversity in the video makes animations with novel facial expressions and poses non-trivial. In addition, the absence of 3D observations could cause significant ambiguity in human parts that are not observed in the video, which can result in noticeable artifacts under novel motions. To address them, we introduce our hybrid representation of the mesh and 3D Gaussians. Our hybrid representation treats each 3D Gaussian as a vertex on the surface with pre-defined connectivity information (i.e., triangle faces) between them following the mesh topology of SMPL-X. It makes our ExAvatar animatable with novel facial expressions by driven by the facial expression space of SMPL-X. In addition, by using connectivity-based regularizers, we significantly reduce artifacts in novel facial expressions and poses.
Abstract:The authentic 3D hand avatar with every identifiable information, such as hand shapes and textures, is necessary for immersive experiences in AR/VR. In this paper, we present a universal hand model (UHM), which 1) can universally represent high-fidelity 3D hand meshes of arbitrary identities (IDs) and 2) can be adapted to each person with a short phone scan for the authentic hand avatar. For effective universal hand modeling, we perform tracking and modeling at the same time, while previous 3D hand models perform them separately. The conventional separate pipeline suffers from the accumulated errors from the tracking stage, which cannot be recovered in the modeling stage. On the other hand, ours does not suffer from the accumulated errors while having a much more concise overall pipeline. We additionally introduce a novel image matching loss function to address a skin sliding during the tracking and modeling, while existing works have not focused on it much. Finally, using learned priors from our UHM, we effectively adapt our UHM to each person's short phone scan for the authentic hand avatar.
Abstract:Human-object contact serves as a strong cue to understand how humans physically interact with objects. Nevertheless, it is not widely explored to utilize human-object contact information for the joint reconstruction of 3D human and object from a single image. In this work, we present a novel joint 3D human-object reconstruction method (CONTHO) that effectively exploits contact information between humans and objects. There are two core designs in our system: 1) 3D-guided contact estimation and 2) contact-based 3D human and object refinement. First, for accurate human-object contact estimation, CONTHO initially reconstructs 3D humans and objects and utilizes them as explicit 3D guidance for contact estimation. Second, to refine the initial reconstructions of 3D human and object, we propose a novel contact-based refinement Transformer that effectively aggregates human features and object features based on the estimated human-object contact. The proposed contact-based refinement prevents the learning of erroneous correlation between human and object, which enables accurate 3D reconstruction. As a result, our CONTHO achieves state-of-the-art performance in both human-object contact estimation and joint reconstruction of 3D human and object. The code is publicly available at https://github.com/dqj5182/CONTHO_RELEASE.
Abstract:Existing photorealistic relightable hand models require extensive identity-specific observations in different views, poses, and illuminations, and face challenges in generalizing to natural illuminations and novel identities. To bridge this gap, we present URHand, the first universal relightable hand model that generalizes across viewpoints, poses, illuminations, and identities. Our model allows few-shot personalization using images captured with a mobile phone, and is ready to be photorealistically rendered under novel illuminations. To simplify the personalization process while retaining photorealism, we build a powerful universal relightable prior based on neural relighting from multi-view images of hands captured in a light stage with hundreds of identities. The key challenge is scaling the cross-identity training while maintaining personalized fidelity and sharp details without compromising generalization under natural illuminations. To this end, we propose a spatially varying linear lighting model as the neural renderer that takes physics-inspired shading as input feature. By removing non-linear activations and bias, our specifically designed lighting model explicitly keeps the linearity of light transport. This enables single-stage training from light-stage data while generalizing to real-time rendering under arbitrary continuous illuminations across diverse identities. In addition, we introduce the joint learning of a physically based model and our neural relighting model, which further improves fidelity and generalization. Extensive experiments show that our approach achieves superior performance over existing methods in terms of both quality and generalizability. We also demonstrate quick personalization of URHand from a short phone scan of an unseen identity.
Abstract:The two-hand interaction is one of the most challenging signals to analyze due to the self-similarity, complicated articulations, and occlusions of hands. Although several datasets have been proposed for the two-hand interaction analysis, all of them do not achieve 1) diverse and realistic image appearances and 2) diverse and large-scale groundtruth (GT) 3D poses at the same time. In this work, we propose Re:InterHand, a dataset of relighted 3D interacting hands that achieve the two goals. To this end, we employ a state-of-the-art hand relighting network with our accurately tracked two-hand 3D poses. We compare our Re:InterHand with existing 3D interacting hands datasets and show the benefit of it. Our Re:InterHand is available in https://mks0601.github.io/ReInterHand/.
Abstract:Understanding how two hands interact with each other is a key component of accurate 3D interacting hand mesh recovery. However, recent Transformer-based methods struggle to learn the interaction between two hands as they directly utilize two hand features as input tokens, which results in distant token problem. The distant token problem represents that input tokens are in heterogeneous spaces, leading Transformer to fail in capturing correlation between input tokens. Previous Transformer-based methods suffer from the problem especially when poses of two hands are very different as they project features from a backbone to separate left and right hand-dedicated features. We present EANet, extract-and-adaptation network, with EABlock, the main component of our network. Rather than directly utilizing two hand features as input tokens, our EABlock utilizes two complementary types of novel tokens, SimToken and JoinToken, as input tokens. Our two novel tokens are from a combination of separated two hand features; hence, it is much more robust to the distant token problem. Using the two type of tokens, our EABlock effectively extracts interaction feature and adapts it to each hand. The proposed EANet achieves the state-of-the-art performance on 3D interacting hands benchmarks. The codes are available at https://github.com/jkpark0825/EANet.
Abstract:Recovering 3D human mesh in the wild is greatly challenging as in-the-wild (ITW) datasets provide only 2D pose ground truths (GTs). Recently, 3D pseudo-GTs have been widely used to train 3D human mesh estimation networks as the 3D pseudo-GTs enable 3D mesh supervision when training the networks on ITW datasets. However, despite the great potential of the 3D pseudo-GTs, there has been no extensive analysis that investigates which factors are important to make more beneficial 3D pseudo-GTs. In this paper, we provide three recipes to obtain highly beneficial 3D pseudo-GTs of ITW datasets. The main challenge is that only 2D-based weak supervision is allowed when obtaining the 3D pseudo-GTs. Each of our three recipes addresses the challenge in each aspect: depth ambiguity, sub-optimality of weak supervision, and implausible articulation. Experimental results show that simply re-training state-of-the-art networks with our new 3D pseudo-GTs elevates their performance to the next level without bells and whistles. The 3D pseudo-GT is publicly available in https://github.com/mks0601/NeuralAnnot_RELEASE.
Abstract:Hands, one of the most dynamic parts of our body, suffer from blur due to their active movements. However, previous 3D hand mesh recovery methods have mainly focused on sharp hand images rather than considering blur due to the absence of datasets providing blurry hand images. We first present a novel dataset BlurHand, which contains blurry hand images with 3D groundtruths. The BlurHand is constructed by synthesizing motion blur from sequential sharp hand images, imitating realistic and natural motion blurs. In addition to the new dataset, we propose BlurHandNet, a baseline network for accurate 3D hand mesh recovery from a blurry hand image. Our BlurHandNet unfolds a blurry input image to a 3D hand mesh sequence to utilize temporal information in the blurry input image, while previous works output a static single hand mesh. We demonstrate the usefulness of BlurHand for the 3D hand mesh recovery from blurry images in our experiments. The proposed BlurHandNet produces much more robust results on blurry images while generalizing well to in-the-wild images. The training codes and BlurHand dataset are available at https://github.com/JaehaKim97/BlurHand_RELEASE.
Abstract:Despite recent achievements, existing 3D interacting hands recovery methods have shown results mainly on motion capture (MoCap) environments, not on in-the-wild (ITW) ones. This is because collecting 3D interacting hands data in the wild is extremely challenging, even for the 2D data. We present InterWild, which brings MoCap and ITW samples to shared domains for robust 3D interacting hands recovery in the wild with a limited amount of ITW 2D/3D interacting hands data. 3D interacting hands recovery consists of two sub-problems: 1) 3D recovery of each hand and 2) 3D relative translation recovery between two hands. For the first sub-problem, we bring MoCap and ITW samples to a shared 2D scale space. Although ITW datasets provide a limited amount of 2D/3D interacting hands, they contain large-scale 2D single hand data. Motivated by this, we use a single hand image as an input for the first sub-problem regardless of whether two hands are interacting. Hence, interacting hands of MoCap datasets are brought to the 2D scale space of single hands of ITW datasets. For the second sub-problem, we bring MoCap and ITW samples to a shared appearance-invariant space. Unlike the first sub-problem, 2D labels of ITW datasets are not helpful for the second sub-problem due to the 3D translation's ambiguity. Hence, instead of relying on ITW samples, we amplify the generalizability of MoCap samples by taking only a geometric feature without an image as an input for the second sub-problem. As the geometric feature is invariant to appearances, MoCap and ITW samples do not suffer from a huge appearance gap between the two datasets. The code is publicly available at https://github.com/facebookresearch/InterWild.
Abstract:Recently, a few self-supervised representation learning (SSL) methods have outperformed the ImageNet classification pre-training for vision tasks such as object detection. However, its effects on 3D human body pose and shape estimation (3DHPSE) are open to question, whose target is fixed to a unique class, the human, and has an inherent task gap with SSL. We empirically study and analyze the effects of SSL and further compare it with other pre-training alternatives for 3DHPSE. The alternatives are 2D annotation-based pre-training and synthetic data pre-training, which share the motivation of SSL that aims to reduce the labeling cost. They have been widely utilized as a source of weak-supervision or fine-tuning, but have not been remarked as a pre-training source. SSL methods underperform the conventional ImageNet classification pre-training on multiple 3DHPSE benchmarks by 7.7% on average. In contrast, despite a much less amount of pre-training data, the 2D annotation-based pre-training improves accuracy on all benchmarks and shows faster convergence during fine-tuning. Our observations challenge the naive application of the current SSL pre-training to 3DHPSE and relight the value of other data types in the pre-training aspect.