Abstract:Reconstructing 3Ds of hand-object interaction (HOI) is a fundamental problem that can find numerous applications. Despite recent advances, there is no comprehensive pipeline yet for bimanual class-agnostic interaction reconstruction from a monocular RGB video, where two hands and an unknown object are interacting with each other. Previous works tackled the limited hand-object interaction case, where object templates are pre-known or only one hand is involved in the interaction. The bimanual interaction reconstruction exhibits severe occlusions introduced by complex interactions between two hands and an object. To solve this, we first introduce BIGS (Bimanual Interaction 3D Gaussian Splatting), a method that reconstructs 3D Gaussians of hands and an unknown object from a monocular video. To robustly obtain object Gaussians avoiding severe occlusions, we leverage prior knowledge of pre-trained diffusion model with score distillation sampling (SDS) loss, to reconstruct unseen object parts. For hand Gaussians, we exploit the 3D priors of hand model (i.e., MANO) and share a single Gaussian for two hands to effectively accumulate hand 3D information, given limited views. To further consider the 3D alignment between hands and objects, we include the interacting-subjects optimization step during Gaussian optimization. Our method achieves the state-of-the-art accuracy on two challenging datasets, in terms of 3D hand pose estimation (MPJPE), 3D object reconstruction (CDh, CDo, F10), and rendering quality (PSNR, SSIM, LPIPS), respectively.
Abstract:Few-shot class-incremental learning (FSCIL) is challenging due to extremely limited training data; while aiming to reduce catastrophic forgetting and learn new information. We propose Diffusion-FSCIL, a novel approach that employs a text-to-image diffusion model as a frozen backbone. Our conjecture is that FSCIL can be tackled using a large generative model's capabilities benefiting from 1) generation ability via large-scale pre-training; 2) multi-scale representation; 3) representational flexibility through the text encoder. To maximize the representation capability, we propose to extract multiple complementary diffusion features to play roles as latent replay with slight support from feature distillation for preventing generative biases. Our framework realizes efficiency through 1) using a frozen backbone; 2) minimal trainable components; 3) batch processing of multiple feature extractions. Extensive experiments on CUB-200, miniImageNet, and CIFAR-100 show that Diffusion-FSCIL surpasses state-of-the-art methods, preserving performance on previously learned classes and adapting effectively to new ones.
Abstract:Significant advancements have been achieved in the realm of understanding poses and interactions of two hands manipulating an object. The emergence of augmented reality (AR) and virtual reality (VR) technologies has heightened the demand for real-time performance in these applications. However, current state-of-the-art models often exhibit promising results at the expense of substantial computational overhead. In this paper, we present a query-optimized real-time Transformer (QORT-Former), the first Transformer-based real-time framework for 3D pose estimation of two hands and an object. We first limit the number of queries and decoders to meet the efficiency requirement. Given limited number of queries and decoders, we propose to optimize queries which are taken as input to the Transformer decoder, to secure better accuracy: (1) we propose to divide queries into three types (a left hand query, a right hand query and an object query) and enhance query features (2) by using the contact information between hands and an object and (3) by using three-step update of enhanced image and query features with respect to one another. With proposed methods, we achieved real-time pose estimation performance using just 108 queries and 1 decoder (53.5 FPS on an RTX 3090TI GPU). Surpassing state-of-the-art results on the H2O dataset by 17.6% (left hand), 22.8% (right hand), and 27.2% (object), as well as on the FPHA dataset by 5.3% (right hand) and 10.4% (object), our method excels in accuracy. Additionally, it sets the state-of-the-art in interaction recognition, maintaining real-time efficiency with an off-the-shelf action recognition module.
Abstract:Human-object interaction (HOI) is an essential problem in artificial intelligence (AI) which aims to understand the visual world that involves complex relationships between humans and objects. However, current benchmarks such as HICO-DET face the following limitations: (1) severe class imbalance and (2) varying number of train and test sets for certain classes. These issues can potentially lead to either inflation or deflation of model performance during evaluation, ultimately undermining the reliability of evaluation scores. In this paper, we propose a systematic approach to develop a new class-balanced dataset, Benchmark Re-evaluation for Integrity in Generalized Human-object Interaction Testing (B-RIGHT), that addresses these imbalanced problems. B-RIGHT achieves class balance by leveraging balancing algorithm and automated generation-and-filtering processes, ensuring an equal number of instances for each HOI class. Furthermore, we design a balanced zero-shot test set to systematically evaluate models on unseen scenario. Re-evaluating existing models using B-RIGHT reveals substantial the reduction of score variance and changes in performance rankings compared to conventional HICO-DET. Our experiments demonstrate that evaluation under balanced conditions ensure more reliable and fair model comparisons.
Abstract:RGB-based 3D pose estimation methods have been successful with the development of deep learning and the emergence of high-quality 3D pose datasets. However, most existing methods do not operate well for testing images whose distribution is far from that of training data. However, most existing methods do not operate well for testing images whose distribution is far from that of training data. This problem might be alleviated by involving diverse data during training, however it is non-trivial to collect such diverse data with corresponding labels (i.e. 3D pose). In this paper, we introduced an unsupervised domain adaptation framework for 3D pose estimation that utilizes the unlabeled data in addition to labeled data via masked image modeling (MIM) framework. Foreground-centric reconstruction and attention regularization are further proposed to increase the effectiveness of unlabeled data usage. Experiments are conducted on the various datasets in human and hand pose estimation tasks, especially using the cross-domain scenario. We demonstrated the effectiveness of ours by achieving the state-of-the-art accuracy on all datasets.
Abstract:We present a lighting-aware image editing pipeline that, given a portrait image and a text prompt, performs single image relighting. Our model modifies the lighting and color of both the foreground and background to align with the provided text description. The unbounded nature in creativeness of a text allows us to describe the lighting of a scene with any sensory features including temperature, emotion, smell, time, and so on. However, the modeling of such mapping between the unbounded text and lighting is extremely challenging due to the lack of dataset where there exists no scalable data that provides large pairs of text and relighting, and therefore, current text-driven image editing models does not generalize to lighting-specific use cases. We overcome this problem by introducing a novel data synthesis pipeline: First, diverse and creative text prompts that describe the scenes with various lighting are automatically generated under a crafted hierarchy using a large language model (*e.g.,* ChatGPT). A text-guided image generation model creates a lighting image that best matches the text. As a condition of the lighting images, we perform image-based relighting for both foreground and background using a single portrait image or a set of OLAT (One-Light-at-A-Time) images captured from lightstage system. Particularly for the background relighting, we represent the lighting image as a set of point lights and transfer them to other background images. A generative diffusion model learns the synthesized large-scale data with auxiliary task augmentation (*e.g.,* portrait delighting and light positioning) to correlate the latent text and lighting distribution for text-guided portrait relighting.
Abstract:This report describes our 1st place solution to the 8th HANDS workshop challenge (ARCTIC track) in conjunction with ECCV 2024. In this challenge, we address the task of bimanual category-agnostic hand-object interaction reconstruction, which aims to generate 3D reconstructions of both hands and the object from a monocular video, without relying on predefined templates. This task is particularly challenging due to the significant occlusion and dynamic contact between the hands and the object during bimanual manipulation. We worked to resolve these issues by introducing a mask loss and a 3D contact loss, respectively. Moreover, we applied 3D Gaussian Splatting (3DGS) to this task. As a result, our method achieved a value of 38.69 in the main metric, CD$_h$, on the ARCTIC test set.
Abstract:This paper introduces the first text-guided work for generating the sequence of hand-object interaction in 3D. The main challenge arises from the lack of labeled data where existing ground-truth datasets are nowhere near generalizable in interaction type and object category, which inhibits the modeling of diverse 3D hand-object interaction with the correct physical implication (e.g., contacts and semantics) from text prompts. To address this challenge, we propose to decompose the interaction generation task into two subtasks: hand-object contact generation; and hand-object motion generation. For contact generation, a VAE-based network takes as input a text and an object mesh, and generates the probability of contacts between the surfaces of hands and the object during the interaction. The network learns a variety of local geometry structure of diverse objects that is independent of the objects' category, and thus, it is applicable to general objects. For motion generation, a Transformer-based diffusion model utilizes this 3D contact map as a strong prior for generating physically plausible hand-object motion as a function of text prompts by learning from the augmented labeled dataset; where we annotate text labels from many existing 3D hand and object motion data. Finally, we further introduce a hand refiner module that minimizes the distance between the object surface and hand joints to improve the temporal stability of the object-hand contacts and to suppress the penetration artifacts. In the experiments, we demonstrate that our method can generate more realistic and diverse interactions compared to other baseline methods. We also show that our method is applicable to unseen objects. We will release our model and newly labeled data as a strong foundation for future research. Codes and data are available in: https://github.com/JunukCha/Text2HOI.
Abstract:We interact with the world with our hands and see it through our own (egocentric) perspective. A holistic 3D understanding of such interactions from egocentric views is important for tasks in robotics, AR/VR, action recognition and motion generation. Accurately reconstructing such interactions in 3D is challenging due to heavy occlusion, viewpoint bias, camera distortion, and motion blur from the head movement. To this end, we designed the HANDS23 challenge based on the AssemblyHands and ARCTIC datasets with carefully designed training and testing splits. Based on the results of the top submitted methods and more recent baselines on the leaderboards, we perform a thorough analysis on 3D hand(-object) reconstruction tasks. Our analysis demonstrates the effectiveness of addressing distortion specific to egocentric cameras, adopting high-capacity transformers to learn complex hand-object interactions, and fusing predictions from different views. Our study further reveals challenging scenarios intractable with state-of-the-art methods, such as fast hand motion, object reconstruction from narrow egocentric views, and close contact between two hands and objects. Our efforts will enrich the community's knowledge foundation and facilitate future hand studies on egocentric hand-object interactions.
Abstract:This paper presents a new approach for the detection of fake videos, based on the analysis of style latent vectors and their abnormal behavior in temporal changes in the generated videos. We discovered that the generated facial videos suffer from the temporal distinctiveness in the temporal changes of style latent vectors, which are inevitable during the generation of temporally stable videos with various facial expressions and geometric transformations. Our framework utilizes the StyleGRU module, trained by contrastive learning, to represent the dynamic properties of style latent vectors. Additionally, we introduce a style attention module that integrates StyleGRU-generated features with content-based features, enabling the detection of visual and temporal artifacts. We demonstrate our approach across various benchmark scenarios in deepfake detection, showing its superiority in cross-dataset and cross-manipulation scenarios. Through further analysis, we also validate the importance of using temporal changes of style latent vectors to improve the generality of deepfake video detection.