Sapienza University of Rome
Abstract:Creating realistic 3D objects and clothed avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot guarantee the generated multi-view images are 3D consistent. In this paper, we propose Gen-3Diffusion: Realistic Image-to-3D Generation via 2D & 3D Diffusion Synergy. We leverage a pre-trained 2D diffusion model and a 3D diffusion model via our elegantly designed process that synchronizes two diffusion models at both training and sampling time. The synergy between the 2D and 3D diffusion models brings two major advantages: 1) 2D helps 3D in generalization: the pretrained 2D model has strong generalization ability to unseen images, providing strong shape priors for the 3D diffusion model; 2) 3D helps 2D in multi-view consistency: the 3D diffusion model enhances the 3D consistency of 2D multi-view sampling process, resulting in more accurate multi-view generation. We validate our idea through extensive experiments in image-based objects and clothed avatar generation tasks. Results show that our method generates realistic 3D objects and avatars with high-fidelity geometry and texture. Extensive ablations also validate our design choices and demonstrate the strong generalization ability to diverse clothing and compositional shapes. Our code and pretrained models will be publicly released on https://yuxuan-xue.com/gen-3diffusion.
Abstract:Modeling 3D human-object interaction (HOI) is a problem of great interest for computer vision and a key enabler for virtual and mixed-reality applications. Existing methods work in a one-way direction: some recover plausible human interactions conditioned on a 3D object; others recover the object pose conditioned on a human pose. Instead, we provide the first unified model - TriDi which works in any direction. Concretely, we generate Human, Object, and Interaction modalities simultaneously with a new three-way diffusion process, allowing to model seven distributions with one network. We implement TriDi as a transformer attending to the various modalities' tokens, thereby discovering conditional relations between them. The user can control the interaction either as a text description of HOI or a contact map. We embed these two representations into a shared latent space, combining the practicality of text descriptions with the expressiveness of contact maps. Using a single network, TriDi unifies all the special cases of prior work and extends to new ones, modeling a family of seven distributions. Remarkably, despite using a single model, TriDi generated samples surpass one-way specialized baselines on GRAB and BEHAVE in terms of both qualitative and quantitative metrics, and demonstrating better diversity. We show the applicability of TriDi to scene population, generating objects for human-contact datasets, and generalization to unseen object geometry. The project page is available at: https://virtualhumans.mpi-inf.mpg.de/tridi.
Abstract:Creating realistic avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot provide multi-view shape priors with guaranteed 3D consistency. We propose Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion. Our key insight is that 2D multi-view diffusion and 3D reconstruction models provide complementary information for each other, and by coupling them in a tight manner, we can fully leverage the potential of both models. We introduce a novel image-conditioned generative 3D Gaussian Splats reconstruction model that leverages the priors from 2D multi-view diffusion models, and provides an explicit 3D representation, which further guides the 2D reverse sampling process to have better 3D consistency. Experiments show that our proposed framework outperforms state-of-the-art methods and enables the creation of realistic avatars from a single RGB image, achieving high-fidelity in both geometry and appearance. Extensive ablations also validate the efficacy of our design, (1) multi-view 2D priors conditioning in generative 3D reconstruction and (2) consistency refinement of sampling trajectory via the explicit 3D representation. Our code and models will be released on https://yuxuan-xue.com/human-3diffusion.
Abstract:Visual Reinforcement Learning is a popular and powerful framework that takes full advantage of the Deep Learning breakthrough. However, it is also known that variations in the input (e.g., different colors of the panorama due to the season of the year) or the task (e.g., changing the speed limit for a car to respect) could require complete retraining of the agents. In this work, we leverage recent developments in unifying latent representations to demonstrate that it is possible to combine the components of an agent, rather than retrain it from scratch. We build upon the recent relative representations framework and adapt it for Visual RL. This allows us to create completely new agents capable of handling environment-task combinations never seen during training. Our work paves the road toward a more accessible and flexible use of reinforcement learning.
Abstract:3D Clothing modeling and datasets play crucial role in the entertainment, animation, and digital fashion industries. Existing work often lacks detailed semantic understanding or uses synthetic datasets, lacking realism and personalization. To address this, we first introduce CloSe-D: a novel large-scale dataset containing 3D clothing segmentation of 3167 scans, covering a range of 18 distinct clothing classes. Additionally, we propose CloSe-Net, the first learning-based 3D clothing segmentation model for fine-grained segmentation from colored point clouds. CloSe-Net uses local point features, body-clothing correlation, and a garment-class and point features-based attention module, improving performance over baselines and prior work. The proposed attention module enables our model to learn appearance and geometry-dependent clothing prior from data. We further validate the efficacy of our approach by successfully segmenting publicly available datasets of people in clothing. We also introduce CloSe-T, a 3D interactive tool for refining segmentation labels. Combining the tool with CloSe-T in a continual learning setup demonstrates improved generalization on real-world data. Dataset, model, and tool can be found at https://virtualhumans.mpi-inf.mpg.de/close3dv24/.
Abstract:Aligning a template to 3D human point clouds is a long-standing problem crucial for tasks like animation, reconstruction, and enabling supervised learning pipelines. Recent data-driven methods leverage predicted surface correspondences; however, they are not robust to varied poses or distributions. In contrast, industrial solutions often rely on expensive manual annotations or multi-view capturing systems. Recently, neural fields have shown promising results, but their purely data-driven nature lacks geometric awareness, often resulting in a trivial misalignment of the template registration. In this work, we propose two solutions: LoVD, a novel neural field model that predicts the direction towards the localized SMPL vertices on the target surface; and INT, the first self-supervised task dedicated to neural fields that, at test time, refines the backbone, exploiting the target geometry. We combine them into INLoVD, a robust 3D Human body registration pipeline trained on a large MoCap dataset. INLoVD is efficient (takes less than a minute), solidly achieves the state of the art over public benchmarks, and provides unprecedented generalization on out-of-distribution data. We will release code and checkpoints in \url{url}.
Abstract:Obtaining personalized 3D animatable avatars from a monocular camera has several real world applications in gaming, virtual try-on, animation, and VR/XR, etc. However, it is very challenging to model dynamic and fine-grained clothing deformations from such sparse data. Existing methods for modeling 3D humans from depth data have limitations in terms of computational efficiency, mesh coherency, and flexibility in resolution and topology. For instance, reconstructing shapes using implicit functions and extracting explicit meshes per frame is computationally expensive and cannot ensure coherent meshes across frames. Moreover, predicting per-vertex deformations on a pre-designed human template with a discrete surface lacks flexibility in resolution and topology. To overcome these limitations, we propose a novel method `\keyfeature: Neural Surface Fields' for modeling 3D clothed humans from monocular depth. NSF defines a neural field solely on the base surface which models a continuous and flexible displacement field. NSF can be adapted to the base surface with different resolution and topology without retraining at inference time. Compared to existing approaches, our method eliminates the expensive per-frame surface extraction while maintaining mesh coherency, and is capable of reconstructing meshes with arbitrary resolution without retraining. To foster research in this direction, we release our code in project page at: https://yuxuan-xue.com/nsf.
Abstract:The intimate entanglement between objects affordances and human poses is of large interest, among others, for behavioural sciences, cognitive psychology, and Computer Vision communities. In recent years, the latter has developed several object-centric approaches: starting from items, learning pipelines synthesizing human poses and dynamics in a realistic way, satisfying both geometrical and functional expectations. However, the inverse perspective is significantly less explored: Can we infer 3D objects and their poses from human interactions alone? Our investigation follows this direction, showing that a generic 3D human point cloud is enough to pop up an unobserved object, even when the user is just imitating a functionality (e.g., looking through a binocular) without involving a tangible counterpart. We validate our method qualitatively and quantitatively, with synthetic data and sequences acquired for the task, showing applicability for XR/VR. The code is available at https://github.com/ptrvilya/object-popup.
Abstract:Autoregressive decoding limits the efficiency of transformers for Machine Translation (MT). The community proposed specific network architectures and learning-based methods to solve this issue, which are expensive and require changes to the MT model, trading inference speed at the cost of the translation quality. In this paper, we propose to address the problem from the point of view of decoding algorithms, as a less explored but rather compelling direction. We propose to reframe the standard greedy autoregressive decoding of MT with a parallel formulation leveraging Jacobi and Gauss-Seidel fixed-point iteration methods for fast inference. This formulation allows to speed up existing models without training or modifications while retaining translation quality. We present three parallel decoding algorithms and test them on different languages and models showing how the parallelization introduces a speedup up to 38% w.r.t. the standard autoregressive decoding and nearly 2x when scaling the method on parallel resources. Finally, we introduce a decoding dependency graph visualizer (DDGviz) that let us see how the model has learned the conditional dependence between tokens and inspect the decoding procedure.
Abstract:In this work we present a novel approach for computing correspondences between non-rigid objects, by exploiting a reduced representation of deformation fields. Different from existing works that represent deformation fields by training a general-purpose neural network, we advocate for an approximation based on mesh-free methods. By letting the network learn deformation parameters at a sparse set of positions in space (nodes), we reconstruct the continuous deformation field in a closed-form with guaranteed smoothness. With this reduction in degrees of freedom, we show significant improvement in terms of data-efficiency thus enabling limited supervision. Furthermore, our approximation provides direct access to first-order derivatives of deformation fields, which facilitates enforcing desirable regularization effectively. Our resulting model has high expressive power and is able to capture complex deformations. We illustrate its effectiveness through state-of-the-art results across multiple deformable shape matching benchmarks. Our code and data are publicly available at: https://github.com/Sentient07/DeformationBasis.