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SubscribeGRIP: Generating Interaction Poses Using Latent Consistency and Spatial Cues
Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.
GeneOH Diffusion: Towards Generalizable Hand-Object Interaction Denoising via Denoising Diffusion
In this work, we tackle the challenging problem of denoising hand-object interactions (HOI). Given an erroneous interaction sequence, the objective is to refine the incorrect hand trajectory to remove interaction artifacts for a perceptually realistic sequence. This challenge involves intricate interaction noise, including unnatural hand poses and incorrect hand-object relations, alongside the necessity for robust generalization to new interactions and diverse noise patterns. We tackle those challenges through a novel approach, GeneOH Diffusion, incorporating two key designs: an innovative contact-centric HOI representation named GeneOH and a new domain-generalizable denoising scheme. The contact-centric representation GeneOH informatively parameterizes the HOI process, facilitating enhanced generalization across various HOI scenarios. The new denoising scheme consists of a canonical denoising model trained to project noisy data samples from a whitened noise space to a clean data manifold and a "denoising via diffusion" strategy which can handle input trajectories with various noise patterns by first diffusing them to align with the whitened noise space and cleaning via the canonical denoiser. Extensive experiments on four benchmarks with significant domain variations demonstrate the superior effectiveness of our method. GeneOH Diffusion also shows promise for various downstream applications. Project website: https://meowuu7.github.io/GeneOH-Diffusion/.
GraspDiffusion: Synthesizing Realistic Whole-body Hand-Object Interaction
Recent generative models can synthesize high-quality images but often fail to generate humans interacting with objects using their hands. This arises mostly from the model's misunderstanding of such interactions, and the hardships of synthesizing intricate regions of the body. In this paper, we propose GraspDiffusion, a novel generative method that creates realistic scenes of human-object interaction. Given a 3D object mesh, GraspDiffusion first constructs life-like whole-body poses with control over the object's location relative to the human body. This is achieved by separately leveraging the generative priors for 3D body and hand poses, optimizing them into a joint grasping pose. The resulting pose guides the image synthesis to correctly reflect the intended interaction, allowing the creation of realistic and diverse human-object interaction scenes. We demonstrate that GraspDiffusion can successfully tackle the relatively uninvestigated problem of generating full-bodied human-object interactions while outperforming previous methods. Code and models will be available at https://webtoon.github.io/GraspDiffusion
NL2Contact: Natural Language Guided 3D Hand-Object Contact Modeling with Diffusion Model
Modeling the physical contacts between the hand and object is standard for refining inaccurate hand poses and generating novel human grasp in 3D hand-object reconstruction. However, existing methods rely on geometric constraints that cannot be specified or controlled. This paper introduces a novel task of controllable 3D hand-object contact modeling with natural language descriptions. Challenges include i) the complexity of cross-modal modeling from language to contact, and ii) a lack of descriptive text for contact patterns. To address these issues, we propose NL2Contact, a model that generates controllable contacts by leveraging staged diffusion models. Given a language description of the hand and contact, NL2Contact generates realistic and faithful 3D hand-object contacts. To train the model, we build ContactDescribe, the first dataset with hand-centered contact descriptions. It contains multi-level and diverse descriptions generated by large language models based on carefully designed prompts (e.g., grasp action, grasp type, contact location, free finger status). We show applications of our model to grasp pose optimization and novel human grasp generation, both based on a textual contact description.
AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose
How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.
Deformer: Dynamic Fusion Transformer for Robust Hand Pose Estimation
Accurately estimating 3D hand pose is crucial for understanding how humans interact with the world. Despite remarkable progress, existing methods often struggle to generate plausible hand poses when the hand is heavily occluded or blurred. In videos, the movements of the hand allow us to observe various parts of the hand that may be occluded or blurred in a single frame. To adaptively leverage the visual clue before and after the occlusion or blurring for robust hand pose estimation, we propose the Deformer: a framework that implicitly reasons about the relationship between hand parts within the same image (spatial dimension) and different timesteps (temporal dimension). We show that a naive application of the transformer self-attention mechanism is not sufficient because motion blur or occlusions in certain frames can lead to heavily distorted hand features and generate imprecise keys and queries. To address this challenge, we incorporate a Dynamic Fusion Module into Deformer, which predicts the deformation of the hand and warps the hand mesh predictions from nearby frames to explicitly support the current frame estimation. Furthermore, we have observed that errors are unevenly distributed across different hand parts, with vertices around fingertips having disproportionately higher errors than those around the palm. We mitigate this issue by introducing a new loss function called maxMSE that automatically adjusts the weight of every vertex to focus the model on critical hand parts. Extensive experiments show that our method significantly outperforms state-of-the-art methods by 10%, and is more robust to occlusions (over 14%).
Learning Interaction-aware 3D Gaussian Splatting for One-shot Hand Avatars
In this paper, we propose to create animatable avatars for interacting hands with 3D Gaussian Splatting (GS) and single-image inputs. Existing GS-based methods designed for single subjects often yield unsatisfactory results due to limited input views, various hand poses, and occlusions. To address these challenges, we introduce a novel two-stage interaction-aware GS framework that exploits cross-subject hand priors and refines 3D Gaussians in interacting areas. Particularly, to handle hand variations, we disentangle the 3D presentation of hands into optimization-based identity maps and learning-based latent geometric features and neural texture maps. Learning-based features are captured by trained networks to provide reliable priors for poses, shapes, and textures, while optimization-based identity maps enable efficient one-shot fitting of out-of-distribution hands. Furthermore, we devise an interaction-aware attention module and a self-adaptive Gaussian refinement module. These modules enhance image rendering quality in areas with intra- and inter-hand interactions, overcoming the limitations of existing GS-based methods. Our proposed method is validated via extensive experiments on the large-scale InterHand2.6M dataset, and it significantly improves the state-of-the-art performance in image quality. Project Page: https://github.com/XuanHuang0/GuassianHand.
ACE: A Cross-Platform Visual-Exoskeletons System for Low-Cost Dexterous Teleoperation
Learning from demonstrations has shown to be an effective approach to robotic manipulation, especially with the recently collected large-scale robot data with teleoperation systems. Building an efficient teleoperation system across diverse robot platforms has become more crucial than ever. However, there is a notable lack of cost-effective and user-friendly teleoperation systems for different end-effectors, e.g., anthropomorphic robot hands and grippers, that can operate across multiple platforms. To address this issue, we develop ACE, a cross-platform visual-exoskeleton system for low-cost dexterous teleoperation. Our system utilizes a hand-facing camera to capture 3D hand poses and an exoskeleton mounted on a portable base, enabling accurate real-time capture of both finger and wrist poses. Compared to previous systems, which often require hardware customization according to different robots, our single system can generalize to humanoid hands, arm-hands, arm-gripper, and quadruped-gripper systems with high-precision teleoperation. This enables imitation learning for complex manipulation tasks on diverse platforms.
Embodied Hands: Modeling and Capturing Hands and Bodies Together
Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).
EgoPoser: Robust Real-Time Egocentric Pose Estimation from Sparse and Intermittent Observations Everywhere
Full-body egocentric pose estimation from head and hand poses alone has become an active area of research to power articulate avatar representations on headset-based platforms. However, existing methods over-rely on the indoor motion-capture spaces in which datasets were recorded, while simultaneously assuming continuous joint motion capture and uniform body dimensions. We propose EgoPoser to overcome these limitations with four main contributions. 1) EgoPoser robustly models body pose from intermittent hand position and orientation tracking only when inside a headset's field of view. 2) We rethink input representations for headset-based ego-pose estimation and introduce a novel global motion decomposition method that predicts full-body pose independent of global positions. 3) We enhance pose estimation by capturing longer motion time series through an efficient SlowFast module design that maintains computational efficiency. 4) EgoPoser generalizes across various body shapes for different users. We experimentally evaluate our method and show that it outperforms state-of-the-art methods both qualitatively and quantitatively while maintaining a high inference speed of over 600fps. EgoPoser establishes a robust baseline for future work where full-body pose estimation no longer needs to rely on outside-in capture and can scale to large-scale and unseen environments.
Decoupled Iterative Refinement Framework for Interacting Hands Reconstruction from a Single RGB Image
Reconstructing interacting hands from a single RGB image is a very challenging task. On the one hand, severe mutual occlusion and similar local appearance between two hands confuse the extraction of visual features, resulting in the misalignment of estimated hand meshes and the image. On the other hand, there are complex spatial relationship between interacting hands, which significantly increases the solution space of hand poses and increases the difficulty of network learning. In this paper, we propose a decoupled iterative refinement framework to achieve pixel-alignment hand reconstruction while efficiently modeling the spatial relationship between hands. Specifically, we define two feature spaces with different characteristics, namely 2D visual feature space and 3D joint feature space. First, we obtain joint-wise features from the visual feature map and utilize a graph convolution network and a transformer to perform intra- and inter-hand information interaction in the 3D joint feature space, respectively. Then, we project the joint features with global information back into the 2D visual feature space in an obfuscation-free manner and utilize the 2D convolution for pixel-wise enhancement. By performing multiple alternate enhancements in the two feature spaces, our method can achieve an accurate and robust reconstruction of interacting hands. Our method outperforms all existing two-hand reconstruction methods by a large margin on the InterHand2.6M dataset.
EMO2: End-Effector Guided Audio-Driven Avatar Video Generation
In this paper, we propose a novel audio-driven talking head method capable of simultaneously generating highly expressive facial expressions and hand gestures. Unlike existing methods that focus on generating full-body or half-body poses, we investigate the challenges of co-speech gesture generation and identify the weak correspondence between audio features and full-body gestures as a key limitation. To address this, we redefine the task as a two-stage process. In the first stage, we generate hand poses directly from audio input, leveraging the strong correlation between audio signals and hand movements. In the second stage, we employ a diffusion model to synthesize video frames, incorporating the hand poses generated in the first stage to produce realistic facial expressions and body movements. Our experimental results demonstrate that the proposed method outperforms state-of-the-art approaches, such as CyberHost and Vlogger, in terms of both visual quality and synchronization accuracy. This work provides a new perspective on audio-driven gesture generation and a robust framework for creating expressive and natural talking head animations.
HandNeRF: Neural Radiance Fields for Animatable Interacting Hands
We propose a novel framework to reconstruct accurate appearance and geometry with neural radiance fields (NeRF) for interacting hands, enabling the rendering of photo-realistic images and videos for gesture animation from arbitrary views. Given multi-view images of a single hand or interacting hands, an off-the-shelf skeleton estimator is first employed to parameterize the hand poses. Then we design a pose-driven deformation field to establish correspondence from those different poses to a shared canonical space, where a pose-disentangled NeRF for one hand is optimized. Such unified modeling efficiently complements the geometry and texture cues in rarely-observed areas for both hands. Meanwhile, we further leverage the pose priors to generate pseudo depth maps as guidance for occlusion-aware density learning. Moreover, a neural feature distillation method is proposed to achieve cross-domain alignment for color optimization. We conduct extensive experiments to verify the merits of our proposed HandNeRF and report a series of state-of-the-art results both qualitatively and quantitatively on the large-scale InterHand2.6M dataset.
Multi-HMR: Multi-Person Whole-Body Human Mesh Recovery in a Single Shot
We present Multi-HMR, a strong sigle-shot model for multi-person 3D human mesh recovery from a single RGB image. Predictions encompass the whole body, i.e., including hands and facial expressions, using the SMPL-X parametric model and 3D location in the camera coordinate system. Our model detects people by predicting coarse 2D heatmaps of person locations, using features produced by a standard Vision Transformer (ViT) backbone. It then predicts their whole-body pose, shape and 3D location using a new cross-attention module called the Human Prediction Head (HPH), with one query attending to the entire set of features for each detected person. As direct prediction of fine-grained hands and facial poses in a single shot, i.e., without relying on explicit crops around body parts, is hard to learn from existing data, we introduce CUFFS, the Close-Up Frames of Full-Body Subjects dataset, containing humans close to the camera with diverse hand poses. We show that incorporating it into the training data further enhances predictions, particularly for hands. Multi-HMR also optionally accounts for camera intrinsics, if available, by encoding camera ray directions for each image token. This simple design achieves strong performance on whole-body and body-only benchmarks simultaneously: a ViT-S backbone on 448{times}448 images already yields a fast and competitive model, while larger models and higher resolutions obtain state-of-the-art results.
Generating Holistic 3D Human Motion from Speech
This work addresses the problem of generating 3D holistic body motions from human speech. Given a speech recording, we synthesize sequences of 3D body poses, hand gestures, and facial expressions that are realistic and diverse. To achieve this, we first build a high-quality dataset of 3D holistic body meshes with synchronous speech. We then define a novel speech-to-motion generation framework in which the face, body, and hands are modeled separately. The separated modeling stems from the fact that face articulation strongly correlates with human speech, while body poses and hand gestures are less correlated. Specifically, we employ an autoencoder for face motions, and a compositional vector-quantized variational autoencoder (VQ-VAE) for the body and hand motions. The compositional VQ-VAE is key to generating diverse results. Additionally, we propose a cross-conditional autoregressive model that generates body poses and hand gestures, leading to coherent and realistic motions. Extensive experiments and user studies demonstrate that our proposed approach achieves state-of-the-art performance both qualitatively and quantitatively. Our novel dataset and code will be released for research purposes at https://talkshow.is.tue.mpg.de.
Estimating Body and Hand Motion in an Ego-sensed World
We present EgoAllo, a system for human motion estimation from a head-mounted device. Using only egocentric SLAM poses and images, EgoAllo guides sampling from a conditional diffusion model to estimate 3D body pose, height, and hand parameters that capture the wearer's actions in the allocentric coordinate frame of the scene. To achieve this, our key insight is in representation: we propose spatial and temporal invariance criteria for improving model performance, from which we derive a head motion conditioning parameterization that improves estimation by up to 18%. We also show how the bodies estimated by our system can improve the hands: the resulting kinematic and temporal constraints result in over 40% lower hand estimation errors compared to noisy monocular estimates. Project page: https://egoallo.github.io/
Introducing HOT3D: An Egocentric Dataset for 3D Hand and Object Tracking
We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. We aim to accelerate research on egocentric hand-object interaction by making the HOT3D dataset publicly available and by co-organizing public challenges on the dataset at ECCV 2024. The dataset can be downloaded from the project website: https://facebookresearch.github.io/hot3d/.
In-Hand 3D Object Scanning from an RGB Sequence
We propose a method for in-hand 3D scanning of an unknown object with a monocular camera. Our method relies on a neural implicit surface representation that captures both the geometry and the appearance of the object, however, by contrast with most NeRF-based methods, we do not assume that the camera-object relative poses are known. Instead, we simultaneously optimize both the object shape and the pose trajectory. As direct optimization over all shape and pose parameters is prone to fail without coarse-level initialization, we propose an incremental approach that starts by splitting the sequence into carefully selected overlapping segments within which the optimization is likely to succeed. We reconstruct the object shape and track its poses independently within each segment, then merge all the segments before performing a global optimization. We show that our method is able to reconstruct the shape and color of both textured and challenging texture-less objects, outperforms classical methods that rely only on appearance features, and that its performance is close to recent methods that assume known camera poses.
Multi-GraspLLM: A Multimodal LLM for Multi-Hand Semantic Guided Grasp Generation
Multi-hand semantic grasp generation aims to generate feasible and semantically appropriate grasp poses for different robotic hands based on natural language instructions. Although the task is highly valuable, due to the lack of multi-hand grasp datasets with fine-grained contact description between robotic hands and objects, it is still a long-standing difficult task. In this paper, we present Multi-GraspSet, the first large-scale multi-hand grasp dataset with automatically contact annotations. Based on Multi-GraspSet, we propose Multi-GraspLLM, a unified language-guided grasp generation framework. It leverages large language models (LLM) to handle variable-length sequences, generating grasp poses for diverse robotic hands in a single unified architecture. Multi-GraspLLM first aligns the encoded point cloud features and text features into a unified semantic space. It then generates grasp bin tokens which are subsequently converted into grasp pose for each robotic hand via hand-aware linear mapping. The experimental results demonstrate that our approach significantly outperforms existing methods on Multi-GraspSet. More information can be found on our project page https://multi-graspllm.github.io.
RenderIH: A Large-scale Synthetic Dataset for 3D Interacting Hand Pose Estimation
The current interacting hand (IH) datasets are relatively simplistic in terms of background and texture, with hand joints being annotated by a machine annotator, which may result in inaccuracies, and the diversity of pose distribution is limited. However, the variability of background, pose distribution, and texture can greatly influence the generalization ability. Therefore, we present a large-scale synthetic dataset RenderIH for interacting hands with accurate and diverse pose annotations. The dataset contains 1M photo-realistic images with varied backgrounds, perspectives, and hand textures. To generate natural and diverse interacting poses, we propose a new pose optimization algorithm. Additionally, for better pose estimation accuracy, we introduce a transformer-based pose estimation network, TransHand, to leverage the correlation between interacting hands and verify the effectiveness of RenderIH in improving results. Our dataset is model-agnostic and can improve more accuracy of any hand pose estimation method in comparison to other real or synthetic datasets. Experiments have shown that pretraining on our synthetic data can significantly decrease the error from 6.76mm to 5.79mm, and our Transhand surpasses contemporary methods. Our dataset and code are available at https://github.com/adwardlee/RenderIH.
JGHand: Joint-Driven Animatable Hand Avater via 3D Gaussian Splatting
Since hands are the primary interface in daily interactions, modeling high-quality digital human hands and rendering realistic images is a critical research problem. Furthermore, considering the requirements of interactive and rendering applications, it is essential to achieve real-time rendering and driveability of the digital model without compromising rendering quality. Thus, we propose Jointly 3D Gaussian Hand (JGHand), a novel joint-driven 3D Gaussian Splatting (3DGS)-based hand representation that renders high-fidelity hand images in real-time for various poses and characters. Distinct from existing articulated neural rendering techniques, we introduce a differentiable process for spatial transformations based on 3D key points. This process supports deformations from the canonical template to a mesh with arbitrary bone lengths and poses. Additionally, we propose a real-time shadow simulation method based on per-pixel depth to simulate self-occlusion shadows caused by finger movements. Finally, we embed the hand prior and propose an animatable 3DGS representation of the hand driven solely by 3D key points. We validate the effectiveness of each component of our approach through comprehensive ablation studies. Experimental results on public datasets demonstrate that JGHand achieves real-time rendering speeds with enhanced quality, surpassing state-of-the-art methods.
XHand: Real-time Expressive Hand Avatar
Hand avatars play a pivotal role in a wide array of digital interfaces, enhancing user immersion and facilitating natural interaction within virtual environments. While previous studies have focused on photo-realistic hand rendering, little attention has been paid to reconstruct the hand geometry with fine details, which is essential to rendering quality. In the realms of extended reality and gaming, on-the-fly rendering becomes imperative. To this end, we introduce an expressive hand avatar, named XHand, that is designed to comprehensively generate hand shape, appearance, and deformations in real-time. To obtain fine-grained hand meshes, we make use of three feature embedding modules to predict hand deformation displacements, albedo, and linear blending skinning weights, respectively. To achieve photo-realistic hand rendering on fine-grained meshes, our method employs a mesh-based neural renderer by leveraging mesh topological consistency and latent codes from embedding modules. During training, a part-aware Laplace smoothing strategy is proposed by incorporating the distinct levels of regularization to effectively maintain the necessary details and eliminate the undesired artifacts. The experimental evaluations on InterHand2.6M and DeepHandMesh datasets demonstrate the efficacy of XHand, which is able to recover high-fidelity geometry and texture for hand animations across diverse poses in real-time. To reproduce our results, we will make the full implementation publicly available at https://github.com/agnJason/XHand.
Spectral Graphormer: Spectral Graph-based Transformer for Egocentric Two-Hand Reconstruction using Multi-View Color Images
We propose a novel transformer-based framework that reconstructs two high fidelity hands from multi-view RGB images. Unlike existing hand pose estimation methods, where one typically trains a deep network to regress hand model parameters from single RGB image, we consider a more challenging problem setting where we directly regress the absolute root poses of two-hands with extended forearm at high resolution from egocentric view. As existing datasets are either infeasible for egocentric viewpoints or lack background variations, we create a large-scale synthetic dataset with diverse scenarios and collect a real dataset from multi-calibrated camera setup to verify our proposed multi-view image feature fusion strategy. To make the reconstruction physically plausible, we propose two strategies: (i) a coarse-to-fine spectral graph convolution decoder to smoothen the meshes during upsampling and (ii) an optimisation-based refinement stage at inference to prevent self-penetrations. Through extensive quantitative and qualitative evaluations, we show that our framework is able to produce realistic two-hand reconstructions and demonstrate the generalisation of synthetic-trained models to real data, as well as real-time AR/VR applications.
CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation
In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.
RelightableHands: Efficient Neural Relighting of Articulated Hand Models
We present the first neural relighting approach for rendering high-fidelity personalized hands that can be animated in real-time under novel illumination. Our approach adopts a teacher-student framework, where the teacher learns appearance under a single point light from images captured in a light-stage, allowing us to synthesize hands in arbitrary illuminations but with heavy compute. Using images rendered by the teacher model as training data, an efficient student model directly predicts appearance under natural illuminations in real-time. To achieve generalization, we condition the student model with physics-inspired illumination features such as visibility, diffuse shading, and specular reflections computed on a coarse proxy geometry, maintaining a small computational overhead. Our key insight is that these features have strong correlation with subsequent global light transport effects, which proves sufficient as conditioning data for the neural relighting network. Moreover, in contrast to bottleneck illumination conditioning, these features are spatially aligned based on underlying geometry, leading to better generalization to unseen illuminations and poses. In our experiments, we demonstrate the efficacy of our illumination feature representations, outperforming baseline approaches. We also show that our approach can photorealistically relight two interacting hands at real-time speeds. https://sh8.io/#/relightable_hands
Media Forensics and DeepFakes: an overview
With the rapid progress of recent years, techniques that generate and manipulate multimedia content can now guarantee a very advanced level of realism. The boundary between real and synthetic media has become very thin. On the one hand, this opens the door to a series of exciting applications in different fields such as creative arts, advertising, film production, video games. On the other hand, it poses enormous security threats. Software packages freely available on the web allow any individual, without special skills, to create very realistic fake images and videos. So-called deepfakes can be used to manipulate public opinion during elections, commit fraud, discredit or blackmail people. Potential abuses are limited only by human imagination. Therefore, there is an urgent need for automated tools capable of detecting false multimedia content and avoiding the spread of dangerous false information. This review paper aims to present an analysis of the methods for visual media integrity verification, that is, the detection of manipulated images and videos. Special emphasis will be placed on the emerging phenomenon of deepfakes and, from the point of view of the forensic analyst, on modern data-driven forensic methods. The analysis will help to highlight the limits of current forensic tools, the most relevant issues, the upcoming challenges, and suggest future directions for research.
BadChain: Backdoor Chain-of-Thought Prompting for Large Language Models
Large language models (LLMs) are shown to benefit from chain-of-thought (COT) prompting, particularly when tackling tasks that require systematic reasoning processes. On the other hand, COT prompting also poses new vulnerabilities in the form of backdoor attacks, wherein the model will output unintended malicious content under specific backdoor-triggered conditions during inference. Traditional methods for launching backdoor attacks involve either contaminating the training dataset with backdoored instances or directly manipulating the model parameters during deployment. However, these approaches are not practical for commercial LLMs that typically operate via API access. In this paper, we propose BadChain, the first backdoor attack against LLMs employing COT prompting, which does not require access to the training dataset or model parameters and imposes low computational overhead. BadChain leverages the inherent reasoning capabilities of LLMs by inserting a backdoor reasoning step into the sequence of reasoning steps of the model output, thereby altering the final response when a backdoor trigger exists in the query prompt. Empirically, we show the effectiveness of BadChain for two COT strategies across four LLMs (Llama2, GPT-3.5, PaLM2, and GPT-4) and six complex benchmark tasks encompassing arithmetic, commonsense, and symbolic reasoning. Moreover, we show that LLMs endowed with stronger reasoning capabilities exhibit higher susceptibility to BadChain, exemplified by a high average attack success rate of 97.0% across the six benchmark tasks on GPT-4. Finally, we propose two defenses based on shuffling and demonstrate their overall ineffectiveness against BadChain. Therefore, BadChain remains a severe threat to LLMs, underscoring the urgency for the development of robust and effective future defenses.
ADen: Adaptive Density Representations for Sparse-view Camera Pose Estimation
Recovering camera poses from a set of images is a foundational task in 3D computer vision, which powers key applications such as 3D scene/object reconstructions. Classic methods often depend on feature correspondence, such as keypoints, which require the input images to have large overlap and small viewpoint changes. Such requirements present considerable challenges in scenarios with sparse views. Recent data-driven approaches aim to directly output camera poses, either through regressing the 6DoF camera poses or formulating rotation as a probability distribution. However, each approach has its limitations. On one hand, directly regressing the camera poses can be ill-posed, since it assumes a single mode, which is not true under symmetry and leads to sub-optimal solutions. On the other hand, probabilistic approaches are capable of modeling the symmetry ambiguity, yet they sample the entire space of rotation uniformly by brute-force. This leads to an inevitable trade-off between high sample density, which improves model precision, and sample efficiency that determines the runtime. In this paper, we propose ADen to unify the two frameworks by employing a generator and a discriminator: the generator is trained to output multiple hypotheses of 6DoF camera pose to represent a distribution and handle multi-mode ambiguity, and the discriminator is trained to identify the hypothesis that best explains the data. This allows ADen to combine the best of both worlds, achieving substantially higher precision as well as lower runtime than previous methods in empirical evaluations.
URHand: Universal Relightable Hands
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.
PanGu-Draw: Advancing Resource-Efficient Text-to-Image Synthesis with Time-Decoupled Training and Reusable Coop-Diffusion
Current large-scale diffusion models represent a giant leap forward in conditional image synthesis, capable of interpreting diverse cues like text, human poses, and edges. However, their reliance on substantial computational resources and extensive data collection remains a bottleneck. On the other hand, the integration of existing diffusion models, each specialized for different controls and operating in unique latent spaces, poses a challenge due to incompatible image resolutions and latent space embedding structures, hindering their joint use. Addressing these constraints, we present "PanGu-Draw", a novel latent diffusion model designed for resource-efficient text-to-image synthesis that adeptly accommodates multiple control signals. We first propose a resource-efficient Time-Decoupling Training Strategy, which splits the monolithic text-to-image model into structure and texture generators. Each generator is trained using a regimen that maximizes data utilization and computational efficiency, cutting data preparation by 48% and reducing training resources by 51%. Secondly, we introduce "Coop-Diffusion", an algorithm that enables the cooperative use of various pre-trained diffusion models with different latent spaces and predefined resolutions within a unified denoising process. This allows for multi-control image synthesis at arbitrary resolutions without the necessity for additional data or retraining. Empirical validations of Pangu-Draw show its exceptional prowess in text-to-image and multi-control image generation, suggesting a promising direction for future model training efficiencies and generation versatility. The largest 5B T2I PanGu-Draw model is released on the Ascend platform. Project page: https://pangu-draw.github.io
Back to Optimization: Diffusion-based Zero-Shot 3D Human Pose Estimation
Learning-based methods have dominated the 3D human pose estimation (HPE) tasks with significantly better performance in most benchmarks than traditional optimization-based methods. Nonetheless, 3D HPE in the wild is still the biggest challenge of learning-based models, whether with 2D-3D lifting, image-to-3D, or diffusion-based methods, since the trained networks implicitly learn camera intrinsic parameters and domain-based 3D human pose distributions and estimate poses by statistical average. On the other hand, the optimization-based methods estimate results case-by-case, which can predict more diverse and sophisticated human poses in the wild. By combining the advantages of optimization-based and learning-based methods, we propose the Zero-shot Diffusion-based Optimization (ZeDO) pipeline for 3D HPE to solve the problem of cross-domain and in-the-wild 3D HPE. Our multi-hypothesis ZeDO achieves state-of-the-art (SOTA) performance on Human3.6M as minMPJPE 51.4mm without training with any 2D-3D or image-3D pairs. Moreover, our single-hypothesis ZeDO achieves SOTA performance on 3DPW dataset with PA-MPJPE 42.6mm on cross-dataset evaluation, which even outperforms learning-based methods trained on 3DPW.
Motion-X: A Large-scale 3D Expressive Whole-body Human Motion Dataset
In this paper, we present Motion-X, a large-scale 3D expressive whole-body motion dataset. Existing motion datasets predominantly contain body-only poses, lacking facial expressions, hand gestures, and fine-grained pose descriptions. Moreover, they are primarily collected from limited laboratory scenes with textual descriptions manually labeled, which greatly limits their scalability. To overcome these limitations, we develop a whole-body motion and text annotation pipeline, which can automatically annotate motion from either single- or multi-view videos and provide comprehensive semantic labels for each video and fine-grained whole-body pose descriptions for each frame. This pipeline is of high precision, cost-effective, and scalable for further research. Based on it, we construct Motion-X, which comprises 13.7M precise 3D whole-body pose annotations (i.e., SMPL-X) covering 96K motion sequences from massive scenes. Besides, Motion-X provides 13.7M frame-level whole-body pose descriptions and 96K sequence-level semantic labels. Comprehensive experiments demonstrate the accuracy of the annotation pipeline and the significant benefit of Motion-X in enhancing expressive, diverse, and natural motion generation, as well as 3D whole-body human mesh recovery.
Real-time Monocular Full-body Capture in World Space via Sequential Proxy-to-Motion Learning
Learning-based approaches to monocular motion capture have recently shown promising results by learning to regress in a data-driven manner. However, due to the challenges in data collection and network designs, it remains challenging for existing solutions to achieve real-time full-body capture while being accurate in world space. In this work, we contribute a sequential proxy-to-motion learning scheme together with a proxy dataset of 2D skeleton sequences and 3D rotational motions in world space. Such proxy data enables us to build a learning-based network with accurate full-body supervision while also mitigating the generalization issues. For more accurate and physically plausible predictions, a contact-aware neural motion descent module is proposed in our network so that it can be aware of foot-ground contact and motion misalignment with the proxy observations. Additionally, we share the body-hand context information in our network for more compatible wrist poses recovery with the full-body model. With the proposed learning-based solution, we demonstrate the first real-time monocular full-body capture system with plausible foot-ground contact in world space. More video results can be found at our project page: https://liuyebin.com/proxycap.
Collaborative Neural Rendering using Anime Character Sheets
Drawing images of characters with desired poses is an essential but laborious task in anime production. In this paper, we present the Collaborative Neural Rendering (CoNR) method, which creates new images for specified poses from a few reference images (AKA Character Sheets). In general, the high diversity of body shapes of anime characters defies the employment of universal body models like SMPL, which are developed from real-world humans. To overcome this difficulty, CoNR uses a compact and easy-to-obtain landmark encoding to avoid creating a unified UV mapping in the pipeline. In addition, the performance of CoNR can be significantly improved when referring to multiple reference images, thanks to feature space cross-view warping in a carefully designed neural network. Moreover, we have collected a character sheet dataset containing over 700,000 hand-drawn and synthesized images of diverse poses to facilitate research in this area. Our code and demo are available at https://github.com/megvii-research/CoNR.
OCHID-Fi: Occlusion-Robust Hand Pose Estimation in 3D via RF-Vision
Hand Pose Estimation (HPE) is crucial to many applications, but conventional cameras-based CM-HPE methods are completely subject to Line-of-Sight (LoS), as cameras cannot capture occluded objects. In this paper, we propose to exploit Radio-Frequency-Vision (RF-vision) capable of bypassing obstacles for achieving occluded HPE, and we introduce OCHID-Fi as the first RF-HPE method with 3D pose estimation capability. OCHID-Fi employs wideband RF sensors widely available on smart devices (e.g., iPhones) to probe 3D human hand pose and extract their skeletons behind obstacles. To overcome the challenge in labeling RF imaging given its human incomprehensible nature, OCHID-Fi employs a cross-modality and cross-domain training process. It uses a pre-trained CM-HPE network and a synchronized CM/RF dataset, to guide the training of its complex-valued RF-HPE network under LoS conditions. It further transfers knowledge learned from labeled LoS domain to unlabeled occluded domain via adversarial learning, enabling OCHID-Fi to generalize to unseen occluded scenarios. Experimental results demonstrate the superiority of OCHID-Fi: it achieves comparable accuracy to CM-HPE under normal conditions while maintaining such accuracy even in occluded scenarios, with empirical evidence for its generalizability to new domains.
3D Hand Pose Estimation in Egocentric Images in the Wild
We present WildHands, a method for 3D hand pose estimation in egocentric images in the wild. This is challenging due to (a) lack of 3D hand pose annotations for images in the wild, and (b) a form of perspective distortion-induced shape ambiguity that arises in the analysis of crops around hands. For the former, we use auxiliary supervision on in-the-wild data in the form of segmentation masks & grasp labels in addition to 3D supervision available in lab datasets. For the latter, we provide spatial cues about the location of the hand crop in the camera's field of view. Our approach achieves the best 3D hand pose on the ARCTIC leaderboard and outperforms FrankMocap, a popular and robust approach for estimating hand pose in the wild, by 45.3% when evaluated on 2D hand pose on our EPIC-HandKps dataset.
HaMuCo: Hand Pose Estimation via Multiview Collaborative Self-Supervised Learning
Recent advancements in 3D hand pose estimation have shown promising results, but its effectiveness has primarily relied on the availability of large-scale annotated datasets, the creation of which is a laborious and costly process. To alleviate the label-hungry limitation, we propose a self-supervised learning framework, HaMuCo, that learns a single-view hand pose estimator from multi-view pseudo 2D labels. However, one of the main challenges of self-supervised learning is the presence of noisy labels and the ``groupthink'' effect from multiple views. To overcome these issues, we introduce a cross-view interaction network that distills the single-view estimator by utilizing the cross-view correlated features and enforcing multi-view consistency to achieve collaborative learning. Both the single-view estimator and the cross-view interaction network are trained jointly in an end-to-end manner. Extensive experiments show that our method can achieve state-of-the-art performance on multi-view self-supervised hand pose estimation. Furthermore, the proposed cross-view interaction network can also be applied to hand pose estimation from multi-view input and outperforms previous methods under the same settings.
Learning to Estimate 3D Hand Pose from Single RGB Images
Low-cost consumer depth cameras and deep learning have enabled reasonable 3D hand pose estimation from single depth images. In this paper, we present an approach that estimates 3D hand pose from regular RGB images. This task has far more ambiguities due to the missing depth information. To this end, we propose a deep network that learns a network-implicit 3D articulation prior. Together with detected keypoints in the images, this network yields good estimates of the 3D pose. We introduce a large scale 3D hand pose dataset based on synthetic hand models for training the involved networks. Experiments on a variety of test sets, including one on sign language recognition, demonstrate the feasibility of 3D hand pose estimation on single color images.
VTON-HandFit: Virtual Try-on for Arbitrary Hand Pose Guided by Hand Priors Embedding
Although diffusion-based image virtual try-on has made considerable progress, emerging approaches still struggle to effectively address the issue of hand occlusion (i.e., clothing regions occluded by the hand part), leading to a notable degradation of the try-on performance. To tackle this issue widely existing in real-world scenarios, we propose VTON-HandFit, leveraging the power of hand priors to reconstruct the appearance and structure for hand occlusion cases. Firstly, we tailor a Handpose Aggregation Net using the ControlNet-based structure explicitly and adaptively encoding the global hand and pose priors. Besides, to fully exploit the hand-related structure and appearance information, we propose Hand-feature Disentanglement Embedding module to disentangle the hand priors into the hand structure-parametric and visual-appearance features, and customize a masked cross attention for further decoupled feature embedding. Lastly, we customize a hand-canny constraint loss to better learn the structure edge knowledge from the hand template of model image. VTON-HandFit outperforms the baselines in qualitative and quantitative evaluations on the public dataset and our self-collected hand-occlusion Handfit-3K dataset particularly for the arbitrary hand pose occlusion cases in real-world scenarios. The Code and dataset will be available at https://github.com/VTON-HandFit/VTON-HandFit.
HandDAGT: A Denoising Adaptive Graph Transformer for 3D Hand Pose Estimation
The extraction of keypoint positions from input hand frames, known as 3D hand pose estimation, is crucial for various human-computer interaction applications. However, current approaches often struggle with the dynamic nature of self-occlusion of hands and intra-occlusion with interacting objects. To address this challenge, this paper proposes the Denoising Adaptive Graph Transformer, HandDAGT, for hand pose estimation. The proposed HandDAGT leverages a transformer structure to thoroughly explore effective geometric features from input patches. Additionally, it incorporates a novel attention mechanism to adaptively weigh the contribution of kinematic correspondence and local geometric features for the estimation of specific keypoints. This attribute enables the model to adaptively employ kinematic and local information based on the occlusion situation, enhancing its robustness and accuracy. Furthermore, we introduce a novel denoising training strategy aimed at improving the model's robust performance in the face of occlusion challenges. Experimental results show that the proposed model significantly outperforms the existing methods on four challenging hand pose benchmark datasets. Codes and pre-trained models are publicly available at https://github.com/cwc1260/HandDAGT.
HaWoR: World-Space Hand Motion Reconstruction from Egocentric Videos
Despite the advent in 3D hand pose estimation, current methods predominantly focus on single-image 3D hand reconstruction in the camera frame, overlooking the world-space motion of the hands. Such limitation prohibits their direct use in egocentric video settings, where hands and camera are continuously in motion. In this work, we propose HaWoR, a high-fidelity method for hand motion reconstruction in world coordinates from egocentric videos. We propose to decouple the task by reconstructing the hand motion in the camera space and estimating the camera trajectory in the world coordinate system. To achieve precise camera trajectory estimation, we propose an adaptive egocentric SLAM framework that addresses the shortcomings of traditional SLAM methods, providing robust performance under challenging camera dynamics. To ensure robust hand motion trajectories, even when the hands move out of view frustum, we devise a novel motion infiller network that effectively completes the missing frames of the sequence. Through extensive quantitative and qualitative evaluations, we demonstrate that HaWoR achieves state-of-the-art performance on both hand motion reconstruction and world-frame camera trajectory estimation under different egocentric benchmark datasets. Code and models are available on https://hawor-project.github.io/ .
WiLoR: End-to-end 3D Hand Localization and Reconstruction in-the-wild
In recent years, 3D hand pose estimation methods have garnered significant attention due to their extensive applications in human-computer interaction, virtual reality, and robotics. In contrast, there has been a notable gap in hand detection pipelines, posing significant challenges in constructing effective real-world multi-hand reconstruction systems. In this work, we present a data-driven pipeline for efficient multi-hand reconstruction in the wild. The proposed pipeline is composed of two components: a real-time fully convolutional hand localization and a high-fidelity transformer-based 3D hand reconstruction model. To tackle the limitations of previous methods and build a robust and stable detection network, we introduce a large-scale dataset with over than 2M in-the-wild hand images with diverse lighting, illumination, and occlusion conditions. Our approach outperforms previous methods in both efficiency and accuracy on popular 2D and 3D benchmarks. Finally, we showcase the effectiveness of our pipeline to achieve smooth 3D hand tracking from monocular videos, without utilizing any temporal components. Code, models, and dataset are available https://rolpotamias.github.io/WiLoR.
Combining Vision and EMG-Based Hand Tracking for Extended Reality Musical Instruments
Hand tracking is a critical component of natural user interactions in extended reality (XR) environments, including extended reality musical instruments (XRMIs). However, self-occlusion remains a significant challenge for vision-based hand tracking systems, leading to inaccurate results and degraded user experiences. In this paper, we propose a multimodal hand tracking system that combines vision-based hand tracking with surface electromyography (sEMG) data for finger joint angle estimation. We validate the effectiveness of our system through a series of hand pose tasks designed to cover a wide range of gestures, including those prone to self-occlusion. By comparing the performance of our multimodal system to a baseline vision-based tracking method, we demonstrate that our multimodal approach significantly improves tracking accuracy for several finger joints prone to self-occlusion. These findings suggest that our system has the potential to enhance XR experiences by providing more accurate and robust hand tracking, even in the presence of self-occlusion.
DART: Articulated Hand Model with Diverse Accessories and Rich Textures
Hand, the bearer of human productivity and intelligence, is receiving much attention due to the recent fever of digital twins. Among different hand morphable models, MANO has been widely used in vision and graphics community. However, MANO disregards textures and accessories, which largely limits its power to synthesize photorealistic hand data. In this paper, we extend MANO with Diverse Accessories and Rich Textures, namely DART. DART is composed of 50 daily 3D accessories which varies in appearance and shape, and 325 hand-crafted 2D texture maps covers different kinds of blemishes or make-ups. Unity GUI is also provided to generate synthetic hand data with user-defined settings, e.g., pose, camera, background, lighting, textures, and accessories. Finally, we release DARTset, which contains large-scale (800K), high-fidelity synthetic hand images, paired with perfect-aligned 3D labels. Experiments demonstrate its superiority in diversity. As a complement to existing hand datasets, DARTset boosts the generalization in both hand pose estimation and mesh recovery tasks. Raw ingredients (textures, accessories), Unity GUI, source code and DARTset are publicly available at dart2022.github.io
HandRefiner: Refining Malformed Hands in Generated Images by Diffusion-based Conditional Inpainting
Diffusion models have achieved remarkable success in generating realistic images but suffer from generating accurate human hands, such as incorrect finger counts or irregular shapes. This difficulty arises from the complex task of learning the physical structure and pose of hands from training images, which involves extensive deformations and occlusions. For correct hand generation, our paper introduces a lightweight post-processing solution called HandRefiner. HandRefiner employs a conditional inpainting approach to rectify malformed hands while leaving other parts of the image untouched. We leverage the hand mesh reconstruction model that consistently adheres to the correct number of fingers and hand shape, while also being capable of fitting the desired hand pose in the generated image. Given a generated failed image due to malformed hands, we utilize ControlNet modules to re-inject such correct hand information. Additionally, we uncover a phase transition phenomenon within ControlNet as we vary the control strength. It enables us to take advantage of more readily available synthetic data without suffering from the domain gap between realistic and synthetic hands. Experiments demonstrate that HandRefiner can significantly improve the generation quality quantitatively and qualitatively. The code is available at https://github.com/wenquanlu/HandRefiner .
GVA: Reconstructing Vivid 3D Gaussian Avatars from Monocular Videos
In this paper, we present a novel method that facilitates the creation of vivid 3D Gaussian avatars from monocular video inputs (GVA). Our innovation lies in addressing the intricate challenges of delivering high-fidelity human body reconstructions and aligning 3D Gaussians with human skin surfaces accurately. The key contributions of this paper are twofold. Firstly, we introduce a pose refinement technique to improve hand and foot pose accuracy by aligning normal maps and silhouettes. Precise pose is crucial for correct shape and appearance reconstruction. Secondly, we address the problems of unbalanced aggregation and initialization bias that previously diminished the quality of 3D Gaussian avatars, through a novel surface-guided re-initialization method that ensures accurate alignment of 3D Gaussian points with avatar surfaces. Experimental results demonstrate that our proposed method achieves high-fidelity and vivid 3D Gaussian avatar reconstruction. Extensive experimental analyses validate the performance qualitatively and quantitatively, demonstrating that it achieves state-of-the-art performance in photo-realistic novel view synthesis while offering fine-grained control over the human body and hand pose. Project page: https://3d-aigc.github.io/GVA/.
3DGazeNet: Generalizing Gaze Estimation with Weak-Supervision from Synthetic Views
Developing gaze estimation models that generalize well to unseen domains and in-the-wild conditions remains a challenge with no known best solution. This is mostly due to the difficulty of acquiring ground truth data that cover the distribution of faces, head poses, and environments that exist in the real world. Most recent methods attempt to close the gap between specific source and target domains using domain adaptation. In this work, we propose to train general gaze estimation models which can be directly employed in novel environments without adaptation. To do so, we leverage the observation that head, body, and hand pose estimation benefit from revising them as dense 3D coordinate prediction, and similarly express gaze estimation as regression of dense 3D eye meshes. To close the gap between image domains, we create a large-scale dataset of diverse faces with gaze pseudo-annotations, which we extract based on the 3D geometry of the scene, and design a multi-view supervision framework to balance their effect during training. We test our method in the task of gaze generalization, in which we demonstrate improvement of up to 30% compared to state-of-the-art when no ground truth data are available, and up to 10% when they are. The project material are available for research purposes at https://github.com/Vagver/3DGazeNet.
UniT: Unified Tactile Representation for Robot Learning
UniT is a novel approach to tactile representation learning, using VQVAE to learn a compact latent space and serve as the tactile representation. It uses tactile images obtained from a single simple object to train the representation with transferability and generalizability. This tactile representation can be zero-shot transferred to various downstream tasks, including perception tasks and manipulation policy learning. Our benchmarking on an in-hand 3D pose estimation task shows that UniT outperforms existing visual and tactile representation learning methods. Additionally, UniT's effectiveness in policy learning is demonstrated across three real-world tasks involving diverse manipulated objects and complex robot-object-environment interactions. Through extensive experimentation, UniT is shown to be a simple-to-train, plug-and-play, yet widely effective method for tactile representation learning. For more details, please refer to our open-source repository https://github.com/ZhengtongXu/UniT and the project website https://zhengtongxu.github.io/unifiedtactile.github.io/.
Holistic Interaction Transformer Network for Action Detection
Actions are about how we interact with the environment, including other people, objects, and ourselves. In this paper, we propose a novel multi-modal Holistic Interaction Transformer Network (HIT) that leverages the largely ignored, but critical hand and pose information essential to most human actions. The proposed "HIT" network is a comprehensive bi-modal framework that comprises an RGB stream and a pose stream. Each of them separately models person, object, and hand interactions. Within each sub-network, an Intra-Modality Aggregation module (IMA) is introduced that selectively merges individual interaction units. The resulting features from each modality are then glued using an Attentive Fusion Mechanism (AFM). Finally, we extract cues from the temporal context to better classify the occurring actions using cached memory. Our method significantly outperforms previous approaches on the J-HMDB, UCF101-24, and MultiSports datasets. We also achieve competitive results on AVA. The code will be available at https://github.com/joslefaure/HIT.
Novel-view Synthesis and Pose Estimation for Hand-Object Interaction from Sparse Views
Hand-object interaction understanding and the barely addressed novel view synthesis are highly desired in the immersive communication, whereas it is challenging due to the high deformation of hand and heavy occlusions between hand and object. In this paper, we propose a neural rendering and pose estimation system for hand-object interaction from sparse views, which can also enable 3D hand-object interaction editing. We share the inspiration from recent scene understanding work that shows a scene specific model built beforehand can significantly improve and unblock vision tasks especially when inputs are sparse, and extend it to the dynamic hand-object interaction scenario and propose to solve the problem in two stages. We first learn the shape and appearance prior knowledge of hands and objects separately with the neural representation at the offline stage. During the online stage, we design a rendering-based joint model fitting framework to understand the dynamic hand-object interaction with the pre-built hand and object models as well as interaction priors, which thereby overcomes penetration and separation issues between hand and object and also enables novel view synthesis. In order to get stable contact during the hand-object interaction process in a sequence, we propose a stable contact loss to make the contact region to be consistent. Experiments demonstrate that our method outperforms the state-of-the-art methods. Code and dataset are available in project webpage https://iscas3dv.github.io/HO-NeRF.
Benchmarks and Challenges in Pose Estimation for Egocentric Hand Interactions with Objects
We interact with the world with our hands and see it through our own (egocentric) perspective. A holistic 3Dunderstanding 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.
ChildPlay-Hand: A Dataset of Hand Manipulations in the Wild
Hand-Object Interaction (HOI) is gaining significant attention, particularly with the creation of numerous egocentric datasets driven by AR/VR applications. However, third-person view HOI has received less attention, especially in terms of datasets. Most third-person view datasets are curated for action recognition tasks and feature pre-segmented clips of high-level daily activities, leaving a gap for in-the-wild datasets. To address this gap, we propose ChildPlay-Hand, a novel dataset that includes person and object bounding boxes, as well as manipulation actions. ChildPlay-Hand is unique in: (1) providing per-hand annotations; (2) featuring videos in uncontrolled settings with natural interactions, involving both adults and children; (3) including gaze labels from the ChildPlay-Gaze dataset for joint modeling of manipulations and gaze. The manipulation actions cover the main stages of an HOI cycle, such as grasping, holding or operating, and different types of releasing. To illustrate the interest of the dataset, we study two tasks: object in hand detection (OiH), i.e. if a person has an object in their hand, and manipulation stages (ManiS), which is more fine-grained and targets the main stages of manipulation. We benchmark various spatio-temporal and segmentation networks, exploring body vs. hand-region information and comparing pose and RGB modalities. Our findings suggest that ChildPlay-Hand is a challenging new benchmark for modeling HOI in the wild.
Object Pose Estimation with Statistical Guarantees: Conformal Keypoint Detection and Geometric Uncertainty Propagation
The two-stage object pose estimation paradigm first detects semantic keypoints on the image and then estimates the 6D pose by minimizing reprojection errors. Despite performing well on standard benchmarks, existing techniques offer no provable guarantees on the quality and uncertainty of the estimation. In this paper, we inject two fundamental changes, namely conformal keypoint detection and geometric uncertainty propagation, into the two-stage paradigm and propose the first pose estimator that endows an estimation with provable and computable worst-case error bounds. On one hand, conformal keypoint detection applies the statistical machinery of inductive conformal prediction to convert heuristic keypoint detections into circular or elliptical prediction sets that cover the groundtruth keypoints with a user-specified marginal probability (e.g., 90%). Geometric uncertainty propagation, on the other, propagates the geometric constraints on the keypoints to the 6D object pose, leading to a Pose UnceRtainty SEt (PURSE) that guarantees coverage of the groundtruth pose with the same probability. The PURSE, however, is a nonconvex set that does not directly lead to estimated poses and uncertainties. Therefore, we develop RANdom SAmple averaGing (RANSAG) to compute an average pose and apply semidefinite relaxation to upper bound the worst-case errors between the average pose and the groundtruth. On the LineMOD Occlusion dataset we demonstrate: (i) the PURSE covers the groundtruth with valid probabilities; (ii) the worst-case error bounds provide correct uncertainty quantification; and (iii) the average pose achieves better or similar accuracy as representative methods based on sparse keypoints.
Real-time Holistic Robot Pose Estimation with Unknown States
Estimating robot pose from RGB images is a crucial problem in computer vision and robotics. While previous methods have achieved promising performance, most of them presume full knowledge of robot internal states, e.g. ground-truth robot joint angles. However, this assumption is not always valid in practical situations. In real-world applications such as multi-robot collaboration or human-robot interaction, the robot joint states might not be shared or could be unreliable. On the other hand, existing approaches that estimate robot pose without joint state priors suffer from heavy computation burdens and thus cannot support real-time applications. This work introduces an efficient framework for real-time robot pose estimation from RGB images without requiring known robot states. Our method estimates camera-to-robot rotation, robot state parameters, keypoint locations, and root depth, employing a neural network module for each task to facilitate learning and sim-to-real transfer. Notably, it achieves inference in a single feed-forward pass without iterative optimization. Our approach offers a 12-time speed increase with state-of-the-art accuracy, enabling real-time holistic robot pose estimation for the first time. Code and models are available at https://github.com/Oliverbansk/Holistic-Robot-Pose-Estimation.
Diffusion-Based 3D Human Pose Estimation with Multi-Hypothesis Aggregation
In this paper, a novel Diffusion-based 3D Pose estimation (D3DP) method with Joint-wise reProjection-based Multi-hypothesis Aggregation (JPMA) is proposed for probabilistic 3D human pose estimation. On the one hand, D3DP generates multiple possible 3D pose hypotheses for a single 2D observation. It gradually diffuses the ground truth 3D poses to a random distribution, and learns a denoiser conditioned on 2D keypoints to recover the uncontaminated 3D poses. The proposed D3DP is compatible with existing 3D pose estimators and supports users to balance efficiency and accuracy during inference through two customizable parameters. On the other hand, JPMA is proposed to assemble multiple hypotheses generated by D3DP into a single 3D pose for practical use. It reprojects 3D pose hypotheses to the 2D camera plane, selects the best hypothesis joint-by-joint based on the reprojection errors, and combines the selected joints into the final pose. The proposed JPMA conducts aggregation at the joint level and makes use of the 2D prior information, both of which have been overlooked by previous approaches. Extensive experiments on Human3.6M and MPI-INF-3DHP datasets show that our method outperforms the state-of-the-art deterministic and probabilistic approaches by 1.5% and 8.9%, respectively. Code is available at https://github.com/paTRICK-swk/D3DP.
DiffPose: Toward More Reliable 3D Pose Estimation
Monocular 3D human pose estimation is quite challenging due to the inherent ambiguity and occlusion, which often lead to high uncertainty and indeterminacy. On the other hand, diffusion models have recently emerged as an effective tool for generating high-quality images from noise. Inspired by their capability, we explore a novel pose estimation framework (DiffPose) that formulates 3D pose estimation as a reverse diffusion process. We incorporate novel designs into our DiffPose to facilitate the diffusion process for 3D pose estimation: a pose-specific initialization of pose uncertainty distributions, a Gaussian Mixture Model-based forward diffusion process, and a context-conditioned reverse diffusion process. Our proposed DiffPose significantly outperforms existing methods on the widely used pose estimation benchmarks Human3.6M and MPI-INF-3DHP. Project page: https://gongjia0208.github.io/Diffpose/.
Cross-Domain Complementary Learning Using Pose for Multi-Person Part Segmentation
Supervised deep learning with pixel-wise training labels has great successes on multi-person part segmentation. However, data labeling at pixel-level is very expensive. To solve the problem, people have been exploring to use synthetic data to avoid the data labeling. Although it is easy to generate labels for synthetic data, the results are much worse compared to those using real data and manual labeling. The degradation of the performance is mainly due to the domain gap, i.e., the discrepancy of the pixel value statistics between real and synthetic data. In this paper, we observe that real and synthetic humans both have a skeleton (pose) representation. We found that the skeletons can effectively bridge the synthetic and real domains during the training. Our proposed approach takes advantage of the rich and realistic variations of the real data and the easily obtainable labels of the synthetic data to learn multi-person part segmentation on real images without any human-annotated labels. Through experiments, we show that without any human labeling, our method performs comparably to several state-of-the-art approaches which require human labeling on Pascal-Person-Parts and COCO-DensePose datasets. On the other hand, if part labels are also available in the real-images during training, our method outperforms the supervised state-of-the-art methods by a large margin. We further demonstrate the generalizability of our method on predicting novel keypoints in real images where no real data labels are available for the novel keypoints detection. Code and pre-trained models are available at https://github.com/kevinlin311tw/CDCL-human-part-segmentation
Decaf: Monocular Deformation Capture for Face and Hand Interactions
Existing methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects. Modelling dense non-rigid object deformations in this setting remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR and avatar communications. This is due to the severe ill-posedness of the monocular view setting and the associated challenges. While it is possible to naively track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf
VR-based generation of photorealistic synthetic data for training hand-object tracking models
Supervised learning models for precise tracking of hand-object interactions (HOI) in 3D require large amounts of annotated data for training. Moreover, it is not intuitive for non-experts to label 3D ground truth (e.g. 6DoF object pose) on 2D images. To address these issues, we present "blender-hoisynth", an interactive synthetic data generator based on the Blender software. Blender-hoisynth can scalably generate and automatically annotate visual HOI training data. Other competing approaches usually generate synthetic HOI data compeletely without human input. While this may be beneficial in some scenarios, HOI applications inherently necessitate direct control over the HOIs as an expression of human intent. With blender-hoisynth, it is possible for users to interact with objects via virtual hands using standard Virtual Reality hardware. The synthetically generated data are characterized by a high degree of photorealism and contain visually plausible and physically realistic videos of hands grasping objects and moving them around in 3D. To demonstrate the efficacy of our data generation, we replace large parts of the training data in the well-known DexYCB dataset with hoisynth data and train a state-of-the-art HOI reconstruction model with it. We show that there is no significant degradation in the model performance despite the data replacement.
Gyroscope-aided Relative Pose Estimation for Rolling Shutter Cameras
The rolling shutter camera has received great attention due to its low cost imaging capability, however, the estimation of relative pose between rolling shutter cameras still remains a difficult problem owing to its line-by-line image capturing characteristics. To alleviate this problem, we exploit gyroscope measurements, angular velocity, along with image measurement to compute the relative pose between rolling shutter cameras. The gyroscope measurements provide the information about instantaneous motion that causes the rolling shutter distortion. Having gyroscope measurements in one hand, we simplify the relative pose estimation problem and find a minimal solution for the problem based on the Grobner basis polynomial solver. The proposed method requires only five points to compute relative pose between rolling shutter cameras, whereas previous methods require 20 or 44 corresponding points for linear and uniform rolling shutter geometry models, respectively. Experimental results on synthetic and real data verify the superiority of the proposed method over existing relative pose estimation methods.
Solving Rubik's Cube with a Robot Hand
We demonstrate that models trained only in simulation can be used to solve a manipulation problem of unprecedented complexity on a real robot. This is made possible by two key components: a novel algorithm, which we call automatic domain randomization (ADR) and a robot platform built for machine learning. ADR automatically generates a distribution over randomized environments of ever-increasing difficulty. Control policies and vision state estimators trained with ADR exhibit vastly improved sim2real transfer. For control policies, memory-augmented models trained on an ADR-generated distribution of environments show clear signs of emergent meta-learning at test time. The combination of ADR with our custom robot platform allows us to solve a Rubik's cube with a humanoid robot hand, which involves both control and state estimation problems. Videos summarizing our results are available: https://openai.com/blog/solving-rubiks-cube/
AnyTeleop: A General Vision-Based Dexterous Robot Arm-Hand Teleoperation System
Vision-based teleoperation offers the possibility to endow robots with human-level intelligence to physically interact with the environment, while only requiring low-cost camera sensors. However, current vision-based teleoperation systems are designed and engineered towards a particular robot model and deploy environment, which scales poorly as the pool of the robot models expands and the variety of the operating environment increases. In this paper, we propose AnyTeleop, a unified and general teleoperation system to support multiple different arms, hands, realities, and camera configurations within a single system. Although being designed to provide great flexibility to the choice of simulators and real hardware, our system can still achieve great performance. For real-world experiments, AnyTeleop can outperform a previous system that was designed for a specific robot hardware with a higher success rate, using the same robot. For teleoperation in simulation, AnyTeleop leads to better imitation learning performance, compared with a previous system that is particularly designed for that simulator. Project page: http://anyteleop.com/.
Effective Whole-body Pose Estimation with Two-stages Distillation
Whole-body pose estimation localizes the human body, hand, face, and foot keypoints in an image. This task is challenging due to multi-scale body parts, fine-grained localization for low-resolution regions, and data scarcity. Meanwhile, applying a highly efficient and accurate pose estimator to widely human-centric understanding and generation tasks is urgent. In this work, we present a two-stage pose Distillation for Whole-body Pose estimators, named DWPose, to improve their effectiveness and efficiency. The first-stage distillation designs a weight-decay strategy while utilizing a teacher's intermediate feature and final logits with both visible and invisible keypoints to supervise the student from scratch. The second stage distills the student model itself to further improve performance. Different from the previous self-knowledge distillation, this stage finetunes the student's head with only 20% training time as a plug-and-play training strategy. For data limitations, we explore the UBody dataset that contains diverse facial expressions and hand gestures for real-life applications. Comprehensive experiments show the superiority of our proposed simple yet effective methods. We achieve new state-of-the-art performance on COCO-WholeBody, significantly boosting the whole-body AP of RTMPose-l from 64.8% to 66.5%, even surpassing RTMPose-x teacher with 65.3% AP. We release a series of models with different sizes, from tiny to large, for satisfying various downstream tasks. Our codes and models are available at https://github.com/IDEA-Research/DWPose.
OakInk: A Large-scale Knowledge Repository for Understanding Hand-Object Interaction
Learning how humans manipulate objects requires machines to acquire knowledge from two perspectives: one for understanding object affordances and the other for learning human's interactions based on the affordances. Even though these two knowledge bases are crucial, we find that current databases lack a comprehensive awareness of them. In this work, we propose a multi-modal and rich-annotated knowledge repository, OakInk, for visual and cognitive understanding of hand-object interactions. We start to collect 1,800 common household objects and annotate their affordances to construct the first knowledge base: Oak. Given the affordance, we record rich human interactions with 100 selected objects in Oak. Finally, we transfer the interactions on the 100 recorded objects to their virtual counterparts through a novel method: Tink. The recorded and transferred hand-object interactions constitute the second knowledge base: Ink. As a result, OakInk contains 50,000 distinct affordance-aware and intent-oriented hand-object interactions. We benchmark OakInk on pose estimation and grasp generation tasks. Moreover, we propose two practical applications of OakInk: intent-based interaction generation and handover generation. Our datasets and source code are publicly available at https://github.com/lixiny/OakInk.
A Grasp Pose is All You Need: Learning Multi-fingered Grasping with Deep Reinforcement Learning from Vision and Touch
Multi-fingered robotic hands have potential to enable robots to perform sophisticated manipulation tasks. However, teaching a robot to grasp objects with an anthropomorphic hand is an arduous problem due to the high dimensionality of state and action spaces. Deep Reinforcement Learning (DRL) offers techniques to design control policies for this kind of problems without explicit environment or hand modeling. However, state-of-the-art model-free algorithms have proven inefficient for learning such policies. The main problem is that the exploration of the environment is unfeasible for such high-dimensional problems, thus hampering the initial phases of policy optimization. One possibility to address this is to rely on off-line task demonstrations, but, oftentimes, this is too demanding in terms of time and computational resources. To address these problems, we propose the A Grasp Pose is All You Need (G-PAYN) method for the anthropomorphic hand of the iCub humanoid. We develop an approach to automatically collect task demonstrations to initialize the training of the policy. The proposed grasping pipeline starts from a grasp pose generated by an external algorithm, used to initiate the movement. Then a control policy (previously trained with the proposed G-PAYN) is used to reach and grab the object. We deployed the iCub into the MuJoCo simulator and use it to test our approach with objects from the YCB-Video dataset. Results show that G-PAYN outperforms current DRL techniques in the considered setting in terms of success rate and execution time with respect to the baselines. The code to reproduce the experiments is released together with the paper with an open source license.
PSUMNet: Unified Modality Part Streams are All You Need for Efficient Pose-based Action Recognition
Pose-based action recognition is predominantly tackled by approaches which treat the input skeleton in a monolithic fashion, i.e. joints in the pose tree are processed as a whole. However, such approaches ignore the fact that action categories are often characterized by localized action dynamics involving only small subsets of part joint groups involving hands (e.g. `Thumbs up') or legs (e.g. `Kicking'). Although part-grouping based approaches exist, each part group is not considered within the global pose frame, causing such methods to fall short. Further, conventional approaches employ independent modality streams (e.g. joint, bone, joint velocity, bone velocity) and train their network multiple times on these streams, which massively increases the number of training parameters. To address these issues, we introduce PSUMNet, a novel approach for scalable and efficient pose-based action recognition. At the representation level, we propose a global frame based part stream approach as opposed to conventional modality based streams. Within each part stream, the associated data from multiple modalities is unified and consumed by the processing pipeline. Experimentally, PSUMNet achieves state of the art performance on the widely used NTURGB+D 60/120 dataset and dense joint skeleton dataset NTU 60-X/120-X. PSUMNet is highly efficient and outperforms competing methods which use 100%-400% more parameters. PSUMNet also generalizes to the SHREC hand gesture dataset with competitive performance. Overall, PSUMNet's scalability, performance and efficiency makes it an attractive choice for action recognition and for deployment on compute-restricted embedded and edge devices. Code and pretrained models can be accessed at https://github.com/skelemoa/psumnet
CPF: Learning a Contact Potential Field to Model the Hand-Object Interaction
Modeling the hand-object (HO) interaction not only requires estimation of the HO pose, but also pays attention to the contact due to their interaction. Significant progress has been made in estimating hand and object separately with deep learning methods, simultaneous HO pose estimation and contact modeling has not yet been fully explored. In this paper, we present an explicit contact representation namely Contact Potential Field (CPF), and a learning-fitting hybrid framework namely MIHO to Modeling the Interaction of Hand and Object. In CPF, we treat each contacting HO vertex pair as a spring-mass system. Hence the whole system forms a potential field with minimal elastic energy at the grasp position. Extensive experiments on the two commonly used benchmarks have demonstrated that our method can achieve state-of-the-art in several reconstruction metrics, and allow us to produce more physically plausible HO pose even when the ground-truth exhibits severe interpenetration or disjointedness. Our code is available at https://github.com/lixiny/CPF.
Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation
To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of 81% and average pose drifts of 4.7,mm, further reduced to 2.3,mm with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to 94% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/
LEAP Hand: Low-Cost, Efficient, and Anthropomorphic Hand for Robot Learning
Dexterous manipulation has been a long-standing challenge in robotics. While machine learning techniques have shown some promise, results have largely been currently limited to simulation. This can be mostly attributed to the lack of suitable hardware. In this paper, we present LEAP Hand, a low-cost dexterous and anthropomorphic hand for machine learning research. In contrast to previous hands, LEAP Hand has a novel kinematic structure that allows maximal dexterity regardless of finger pose. LEAP Hand is low-cost and can be assembled in 4 hours at a cost of 2000 USD from readily available parts. It is capable of consistently exerting large torques over long durations of time. We show that LEAP Hand can be used to perform several manipulation tasks in the real world -- from visual teleoperation to learning from passive video data and sim2real. LEAP Hand significantly outperforms its closest competitor Allegro Hand in all our experiments while being 1/8th of the cost. We release detailed assembly instructions, the Sim2Real pipeline and a development platform with useful APIs on our website at https://leap-hand.github.io/
Reconstructing Hand-Held Objects in 3D
Objects manipulated by the hand (i.e., manipulanda) are particularly challenging to reconstruct from in-the-wild RGB images or videos. Not only does the hand occlude much of the object, but also the object is often only visible in a small number of image pixels. At the same time, two strong anchors emerge in this setting: (1) estimated 3D hands help disambiguate the location and scale of the object, and (2) the set of manipulanda is small relative to all possible objects. With these insights in mind, we present a scalable paradigm for handheld object reconstruction that builds on recent breakthroughs in large language/vision models and 3D object datasets. Our model, MCC-Hand-Object (MCC-HO), jointly reconstructs hand and object geometry given a single RGB image and inferred 3D hand as inputs. Subsequently, we use GPT-4(V) to retrieve a 3D object model that matches the object in the image and rigidly align the model to the network-inferred geometry; we call this alignment Retrieval-Augmented Reconstruction (RAR). Experiments demonstrate that MCC-HO achieves state-of-the-art performance on lab and Internet datasets, and we show how RAR can be used to automatically obtain 3D labels for in-the-wild images of hand-object interactions.
InterHandGen: Two-Hand Interaction Generation via Cascaded Reverse Diffusion
We present InterHandGen, a novel framework that learns the generative prior of two-hand interaction. Sampling from our model yields plausible and diverse two-hand shapes in close interaction with or without an object. Our prior can be incorporated into any optimization or learning methods to reduce ambiguity in an ill-posed setup. Our key observation is that directly modeling the joint distribution of multiple instances imposes high learning complexity due to its combinatorial nature. Thus, we propose to decompose the modeling of joint distribution into the modeling of factored unconditional and conditional single instance distribution. In particular, we introduce a diffusion model that learns the single-hand distribution unconditional and conditional to another hand via conditioning dropout. For sampling, we combine anti-penetration and classifier-free guidance to enable plausible generation. Furthermore, we establish the rigorous evaluation protocol of two-hand synthesis, where our method significantly outperforms baseline generative models in terms of plausibility and diversity. We also demonstrate that our diffusion prior can boost the performance of two-hand reconstruction from monocular in-the-wild images, achieving new state-of-the-art accuracy.
LiveHand: Real-time and Photorealistic Neural Hand Rendering
The human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing photo-realistic appearance. Moreover, for applications in extended reality and gaming, real-time rendering is critical. We present the first neural-implicit approach to photo-realistically render hands in real-time. This is a challenging problem as hands are textured and undergo strong articulations with pose-dependent effects. However, we show that this aim is achievable through our carefully designed method. This includes training on a low-resolution rendering of a neural radiance field, together with a 3D-consistent super-resolution module and mesh-guided sampling and space canonicalization. We demonstrate a novel application of perceptual loss on the image space, which is critical for learning details accurately. We also show a live demo where we photo-realistically render the human hand in real-time for the first time, while also modeling pose- and view-dependent appearance effects. We ablate all our design choices and show that they optimize for rendering speed and quality. Video results and our code can be accessed from https://vcai.mpi-inf.mpg.de/projects/LiveHand/
PoseBERT: A Generic Transformer Module for Temporal 3D Human Modeling
Training state-of-the-art models for human pose estimation in videos requires datasets with annotations that are really hard and expensive to obtain. Although transformers have been recently utilized for body pose sequence modeling, related methods rely on pseudo-ground truth to augment the currently limited training data available for learning such models. In this paper, we introduce PoseBERT, a transformer module that is fully trained on 3D Motion Capture (MoCap) data via masked modeling. It is simple, generic and versatile, as it can be plugged on top of any image-based model to transform it in a video-based model leveraging temporal information. We showcase variants of PoseBERT with different inputs varying from 3D skeleton keypoints to rotations of a 3D parametric model for either the full body (SMPL) or just the hands (MANO). Since PoseBERT training is task agnostic, the model can be applied to several tasks such as pose refinement, future pose prediction or motion completion without finetuning. Our experimental results validate that adding PoseBERT on top of various state-of-the-art pose estimation methods consistently improves their performances, while its low computational cost allows us to use it in a real-time demo for smoothly animating a robotic hand via a webcam. Test code and models are available at https://github.com/naver/posebert.
OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields
Realtime multi-person 2D pose estimation is a key component in enabling machines to have an understanding of people in images and videos. In this work, we present a realtime approach to detect the 2D pose of multiple people in an image. The proposed method uses a nonparametric representation, which we refer to as Part Affinity Fields (PAFs), to learn to associate body parts with individuals in the image. This bottom-up system achieves high accuracy and realtime performance, regardless of the number of people in the image. In previous work, PAFs and body part location estimation were refined simultaneously across training stages. We demonstrate that a PAF-only refinement rather than both PAF and body part location refinement results in a substantial increase in both runtime performance and accuracy. We also present the first combined body and foot keypoint detector, based on an internal annotated foot dataset that we have publicly released. We show that the combined detector not only reduces the inference time compared to running them sequentially, but also maintains the accuracy of each component individually. This work has culminated in the release of OpenPose, the first open-source realtime system for multi-person 2D pose detection, including body, foot, hand, and facial keypoints.
AiOS: All-in-One-Stage Expressive Human Pose and Shape Estimation
Expressive human pose and shape estimation (a.k.a. 3D whole-body mesh recovery) involves the human body, hand, and expression estimation. Most existing methods have tackled this task in a two-stage manner, first detecting the human body part with an off-the-shelf detection model and inferring the different human body parts individually. Despite the impressive results achieved, these methods suffer from 1) loss of valuable contextual information via cropping, 2) introducing distractions, and 3) lacking inter-association among different persons and body parts, inevitably causing performance degradation, especially for crowded scenes. To address these issues, we introduce a novel all-in-one-stage framework, AiOS, for multiple expressive human pose and shape recovery without an additional human detection step. Specifically, our method is built upon DETR, which treats multi-person whole-body mesh recovery task as a progressive set prediction problem with various sequential detection. We devise the decoder tokens and extend them to our task. Specifically, we first employ a human token to probe a human location in the image and encode global features for each instance, which provides a coarse location for the later transformer block. Then, we introduce a joint-related token to probe the human joint in the image and encoder a fine-grained local feature, which collaborates with the global feature to regress the whole-body mesh. This straightforward but effective model outperforms previous state-of-the-art methods by a 9% reduction in NMVE on AGORA, a 30% reduction in PVE on EHF, a 10% reduction in PVE on ARCTIC, and a 3% reduction in PVE on EgoBody.
EMDB: The Electromagnetic Database of Global 3D Human Pose and Shape in the Wild
We present EMDB, the Electromagnetic Database of Global 3D Human Pose and Shape in the Wild. EMDB is a novel dataset that contains high-quality 3D SMPL pose and shape parameters with global body and camera trajectories for in-the-wild videos. We use body-worn, wireless electromagnetic (EM) sensors and a hand-held iPhone to record a total of 58 minutes of motion data, distributed over 81 indoor and outdoor sequences and 10 participants. Together with accurate body poses and shapes, we also provide global camera poses and body root trajectories. To construct EMDB, we propose a multi-stage optimization procedure, which first fits SMPL to the 6-DoF EM measurements and then refines the poses via image observations. To achieve high-quality results, we leverage a neural implicit avatar model to reconstruct detailed human surface geometry and appearance, which allows for improved alignment and smoothness via a dense pixel-level objective. Our evaluations, conducted with a multi-view volumetric capture system, indicate that EMDB has an expected accuracy of 2.3 cm positional and 10.6 degrees angular error, surpassing the accuracy of previous in-the-wild datasets. We evaluate existing state-of-the-art monocular RGB methods for camera-relative and global pose estimation on EMDB. EMDB is publicly available under https://ait.ethz.ch/emdb
FürElise: Capturing and Physically Synthesizing Hand Motions of Piano Performance
Piano playing requires agile, precise, and coordinated hand control that stretches the limits of dexterity. Hand motion models with the sophistication to accurately recreate piano playing have a wide range of applications in character animation, embodied AI, biomechanics, and VR/AR. In this paper, we construct a first-of-its-kind large-scale dataset that contains approximately 10 hours of 3D hand motion and audio from 15 elite-level pianists playing 153 pieces of classical music. To capture natural performances, we designed a markerless setup in which motions are reconstructed from multi-view videos using state-of-the-art pose estimation models. The motion data is further refined via inverse kinematics using the high-resolution MIDI key-pressing data obtained from sensors in a specialized Yamaha Disklavier piano. Leveraging the collected dataset, we developed a pipeline that can synthesize physically-plausible hand motions for musical scores outside of the dataset. Our approach employs a combination of imitation learning and reinforcement learning to obtain policies for physics-based bimanual control involving the interaction between hands and piano keys. To solve the sampling efficiency problem with the large motion dataset, we use a diffusion model to generate natural reference motions, which provide high-level trajectory and fingering (finger order and placement) information. However, the generated reference motion alone does not provide sufficient accuracy for piano performance modeling. We then further augmented the data by using musical similarity to retrieve similar motions from the captured dataset to boost the precision of the RL policy. With the proposed method, our model generates natural, dexterous motions that generalize to music from outside the training dataset.
SMPLest-X: Ultimate Scaling for Expressive Human Pose and Shape Estimation
Expressive human pose and shape estimation (EHPS) unifies body, hands, and face motion capture with numerous applications. Despite encouraging progress, current state-of-the-art methods focus on training innovative architectural designs on confined datasets. In this work, we investigate the impact of scaling up EHPS towards a family of generalist foundation models. 1) For data scaling, we perform a systematic investigation on 40 EHPS datasets, encompassing a wide range of scenarios that a model trained on any single dataset cannot handle. More importantly, capitalizing on insights obtained from the extensive benchmarking process, we optimize our training scheme and select datasets that lead to a significant leap in EHPS capabilities. Ultimately, we achieve diminishing returns at 10M training instances from diverse data sources. 2) For model scaling, we take advantage of vision transformers (up to ViT-Huge as the backbone) to study the scaling law of model sizes in EHPS. To exclude the influence of algorithmic design, we base our experiments on two minimalist architectures: SMPLer-X, which consists of an intermediate step for hand and face localization, and SMPLest-X, an even simpler version that reduces the network to its bare essentials and highlights significant advances in the capture of articulated hands. With big data and the large model, the foundation models exhibit strong performance across diverse test benchmarks and excellent transferability to even unseen environments. Moreover, our finetuning strategy turns the generalist into specialist models, allowing them to achieve further performance boosts. Notably, our foundation models consistently deliver state-of-the-art results on seven benchmarks such as AGORA, UBody, EgoBody, and our proposed SynHand dataset for comprehensive hand evaluation. (Code is available at: https://github.com/wqyin/SMPLest-X).
AlphaPose: Whole-Body Regional Multi-Person Pose Estimation and Tracking in Real-Time
Accurate whole-body multi-person pose estimation and tracking is an important yet challenging topic in computer vision. To capture the subtle actions of humans for complex behavior analysis, whole-body pose estimation including the face, body, hand and foot is essential over conventional body-only pose estimation. In this paper, we present AlphaPose, a system that can perform accurate whole-body pose estimation and tracking jointly while running in realtime. To this end, we propose several new techniques: Symmetric Integral Keypoint Regression (SIKR) for fast and fine localization, Parametric Pose Non-Maximum-Suppression (P-NMS) for eliminating redundant human detections and Pose Aware Identity Embedding for jointly pose estimation and tracking. During training, we resort to Part-Guided Proposal Generator (PGPG) and multi-domain knowledge distillation to further improve the accuracy. Our method is able to localize whole-body keypoints accurately and tracks humans simultaneously given inaccurate bounding boxes and redundant detections. We show a significant improvement over current state-of-the-art methods in both speed and accuracy on COCO-wholebody, COCO, PoseTrack, and our proposed Halpe-FullBody pose estimation dataset. Our model, source codes and dataset are made publicly available at https://github.com/MVIG-SJTU/AlphaPose.
DOPE: Distillation Of Part Experts for whole-body 3D pose estimation in the wild
We introduce DOPE, the first method to detect and estimate whole-body 3D human poses, including bodies, hands and faces, in the wild. Achieving this level of details is key for a number of applications that require understanding the interactions of the people with each other or with the environment. The main challenge is the lack of in-the-wild data with labeled whole-body 3D poses. In previous work, training data has been annotated or generated for simpler tasks focusing on bodies, hands or faces separately. In this work, we propose to take advantage of these datasets to train independent experts for each part, namely a body, a hand and a face expert, and distill their knowledge into a single deep network designed for whole-body 2D-3D pose detection. In practice, given a training image with partial or no annotation, each part expert detects its subset of keypoints in 2D and 3D and the resulting estimations are combined to obtain whole-body pseudo ground-truth poses. A distillation loss encourages the whole-body predictions to mimic the experts' outputs. Our results show that this approach significantly outperforms the same whole-body model trained without distillation while staying close to the performance of the experts. Importantly, DOPE is computationally less demanding than the ensemble of experts and can achieve real-time performance. Test code and models are available at https://europe.naverlabs.com/research/computer-vision/dope.
Meta-Prompting for Automating Zero-shot Visual Recognition with LLMs
Prompt ensembling of Large Language Model (LLM) generated category-specific prompts has emerged as an effective method to enhance zero-shot recognition ability of Vision-Language Models (VLMs). To obtain these category-specific prompts, the present methods rely on hand-crafting the prompts to the LLMs for generating VLM prompts for the downstream tasks. However, this requires manually composing these task-specific prompts and still, they might not cover the diverse set of visual concepts and task-specific styles associated with the categories of interest. To effectively take humans out of the loop and completely automate the prompt generation process for zero-shot recognition, we propose Meta-Prompting for Visual Recognition (MPVR). Taking as input only minimal information about the target task, in the form of its short natural language description, and a list of associated class labels, MPVR automatically produces a diverse set of category-specific prompts resulting in a strong zero-shot classifier. MPVR generalizes effectively across various popular zero-shot image recognition benchmarks belonging to widely different domains when tested with multiple LLMs and VLMs. For example, MPVR obtains a zero-shot recognition improvement over CLIP by up to 19.8% and 18.2% (5.0% and 4.5% on average over 20 datasets) leveraging GPT and Mixtral LLMs, respectively
Class-dependent Compression of Deep Neural Networks
Today's deep neural networks require substantial computation resources for their training, storage, and inference, which limits their effective use on resource-constrained devices. Many recent research activities explore different options for compressing and optimizing deep models. On the one hand, in many real-world applications, we face the data imbalance challenge, i.e. when the number of labeled instances of one class considerably outweighs the number of labeled instances of the other class. On the other hand, applications may pose a class imbalance problem, i.e. higher number of false positives produced when training a model and optimizing its performance may be tolerable, yet the number of false negatives must stay low. The problem originates from the fact that some classes are more important for the application than others, e.g. detection problems in medical and surveillance domains. Motivated by the success of the lottery ticket hypothesis, in this paper we propose an iterative deep model compression technique, which keeps the number of false negatives of the compressed model close to the one of the original model at the price of increasing the number of false positives if necessary. Our experimental evaluation using two benchmark data sets shows that the resulting compressed sub-networks 1) achieve up to 35% lower number of false negatives than the compressed model without class optimization, 2) provide an overall higher AUC_ROC measure, and 3) use up to 99% fewer parameters compared to the original network.
Multi-level Matching Network for Multimodal Entity Linking
Multimodal entity linking (MEL) aims to link ambiguous mentions within multimodal contexts to corresponding entities in a multimodal knowledge base. Most existing approaches to MEL are based on representation learning or vision-and-language pre-training mechanisms for exploring the complementary effect among multiple modalities. However, these methods suffer from two limitations. On the one hand, they overlook the possibility of considering negative samples from the same modality. On the other hand, they lack mechanisms to capture bidirectional cross-modal interaction. To address these issues, we propose a Multi-level Matching network for Multimodal Entity Linking (M3EL). Specifically, M3EL is composed of three different modules: (i) a Multimodal Feature Extraction module, which extracts modality-specific representations with a multimodal encoder and introduces an intra-modal contrastive learning sub-module to obtain better discriminative embeddings based on uni-modal differences; (ii) an Intra-modal Matching Network module, which contains two levels of matching granularity: Coarse-grained Global-to-Global and Fine-grained Global-to-Local, to achieve local and global level intra-modal interaction; (iii) a Cross-modal Matching Network module, which applies bidirectional strategies, Textual-to-Visual and Visual-to-Textual matching, to implement bidirectional cross-modal interaction. Extensive experiments conducted on WikiMEL, RichpediaMEL, and WikiDiverse datasets demonstrate the outstanding performance of M3EL when compared to the state-of-the-art baselines.
Multi-Object Discovery by Low-Dimensional Object Motion
Recent work in unsupervised multi-object segmentation shows impressive results by predicting motion from a single image despite the inherent ambiguity in predicting motion without the next image. On the other hand, the set of possible motions for an image can be constrained to a low-dimensional space by considering the scene structure and moving objects in it. We propose to model pixel-wise geometry and object motion to remove ambiguity in reconstructing flow from a single image. Specifically, we divide the image into coherently moving regions and use depth to construct flow bases that best explain the observed flow in each region. We achieve state-of-the-art results in unsupervised multi-object segmentation on synthetic and real-world datasets by modeling the scene structure and object motion. Our evaluation of the predicted depth maps shows reliable performance in monocular depth estimation.
Matryoshka Quantization
Quantizing model weights is critical for reducing the communication and inference costs of large models. However, quantizing models -- especially to low precisions like int4 or int2 -- requires a trade-off in model quality; int2, in particular, is known to severely degrade model quality. Consequently, practitioners are often forced to maintain multiple models with different quantization levels or serve a single model that best satisfies the quality-latency trade-off. On the other hand, integer data types, such as int8, inherently possess a nested (Matryoshka) structure where smaller bit-width integers, like int4 or int2, are nested within the most significant bits. This paper proposes Matryoshka Quantization (MatQuant), a novel multi-scale quantization technique that addresses the challenge of needing multiple quantized models. It allows training and maintaining just one model, which can then be served at different precision levels. Furthermore, due to the co-training and co-distillation regularization provided by MatQuant, the int2 precision models extracted by MatQuant can be up to 10% more accurate than standard int2 quantization (using techniques like QAT or OmniQuant). This represents significant progress in model quantization, demonstrated by the fact that, with the same recipe, an int2 FFN-quantized Gemma-2 9B model is more accurate than an int8 FFN-quantized Gemma-2 2B model.
Flagfolds
By interpreting the product of the Principal Component Analysis, that is the covariance matrix, as a sequence of nested subspaces naturally coming with weights according to the level of approximation they provide, we are able to embed all d--dimensional Grassmannians into a stratified space of covariance matrices. We observe that Grassmannians constitute the lowest dimensional skeleton of the stratification while it is possible to define a Riemaniann metric on the highest dimensional and dense stratum, such a metric being compatible with the global stratification. With such a Riemaniann metric at hand, it is possible to look for geodesics between two linear subspaces of different dimensions that do not go through higher dimensional linear subspaces as would euclidean geodesics. Building upon the proposed embedding of Grassmannians into the stratified space of covariance matrices, we generalize the concept of varifolds to what we call flagfolds in order to model multi-dimensional shapes.
S2TD-Face: Reconstruct a Detailed 3D Face with Controllable Texture from a Single Sketch
3D textured face reconstruction from sketches applicable in many scenarios such as animation, 3D avatars, artistic design, missing people search, etc., is a highly promising but underdeveloped research topic. On the one hand, the stylistic diversity of sketches leads to existing sketch-to-3D-face methods only being able to handle pose-limited and realistically shaded sketches. On the other hand, texture plays a vital role in representing facial appearance, yet sketches lack this information, necessitating additional texture control in the reconstruction process. This paper proposes a novel method for reconstructing controllable textured and detailed 3D faces from sketches, named S2TD-Face. S2TD-Face introduces a two-stage geometry reconstruction framework that directly reconstructs detailed geometry from the input sketch. To keep geometry consistent with the delicate strokes of the sketch, we propose a novel sketch-to-geometry loss that ensures the reconstruction accurately fits the input features like dimples and wrinkles. Our training strategies do not rely on hard-to-obtain 3D face scanning data or labor-intensive hand-drawn sketches. Furthermore, S2TD-Face introduces a texture control module utilizing text prompts to select the most suitable textures from a library and seamlessly integrate them into the geometry, resulting in a 3D detailed face with controllable texture. S2TD-Face surpasses existing state-of-the-art methods in extensive quantitative and qualitative experiments. Our project is available at https://github.com/wang-zidu/S2TD-Face .
VividPose: Advancing Stable Video Diffusion for Realistic Human Image Animation
Human image animation involves generating a video from a static image by following a specified pose sequence. Current approaches typically adopt a multi-stage pipeline that separately learns appearance and motion, which often leads to appearance degradation and temporal inconsistencies. To address these issues, we propose VividPose, an innovative end-to-end pipeline based on Stable Video Diffusion (SVD) that ensures superior temporal stability. To enhance the retention of human identity, we propose an identity-aware appearance controller that integrates additional facial information without compromising other appearance details such as clothing texture and background. This approach ensures that the generated videos maintain high fidelity to the identity of human subject, preserving key facial features across various poses. To accommodate diverse human body shapes and hand movements, we introduce a geometry-aware pose controller that utilizes both dense rendering maps from SMPL-X and sparse skeleton maps. This enables accurate alignment of pose and shape in the generated videos, providing a robust framework capable of handling a wide range of body shapes and dynamic hand movements. Extensive qualitative and quantitative experiments on the UBCFashion and TikTok benchmarks demonstrate that our method achieves state-of-the-art performance. Furthermore, VividPose exhibits superior generalization capabilities on our proposed in-the-wild dataset. Codes and models will be available.
Transformers can optimally learn regression mixture models
Mixture models arise in many regression problems, but most methods have seen limited adoption partly due to these algorithms' highly-tailored and model-specific nature. On the other hand, transformers are flexible, neural sequence models that present the intriguing possibility of providing general-purpose prediction methods, even in this mixture setting. In this work, we investigate the hypothesis that transformers can learn an optimal predictor for mixtures of regressions. We construct a generative process for a mixture of linear regressions for which the decision-theoretic optimal procedure is given by data-driven exponential weights on a finite set of parameters. We observe that transformers achieve low mean-squared error on data generated via this process. By probing the transformer's output at inference time, we also show that transformers typically make predictions that are close to the optimal predictor. Our experiments also demonstrate that transformers can learn mixtures of regressions in a sample-efficient fashion and are somewhat robust to distribution shifts. We complement our experimental observations by proving constructively that the decision-theoretic optimal procedure is indeed implementable by a transformer.
PVO: Panoptic Visual Odometry
We present PVO, a novel panoptic visual odometry framework to achieve more comprehensive modeling of the scene motion, geometry, and panoptic segmentation information. Our PVO models visual odometry (VO) and video panoptic segmentation (VPS) in a unified view, which makes the two tasks mutually beneficial. Specifically, we introduce a panoptic update module into the VO Module with the guidance of image panoptic segmentation. This Panoptic-Enhanced VO Module can alleviate the impact of dynamic objects in the camera pose estimation with a panoptic-aware dynamic mask. On the other hand, the VO-Enhanced VPS Module also improves the segmentation accuracy by fusing the panoptic segmentation result of the current frame on the fly to the adjacent frames, using geometric information such as camera pose, depth, and optical flow obtained from the VO Module. These two modules contribute to each other through recurrent iterative optimization. Extensive experiments demonstrate that PVO outperforms state-of-the-art methods in both visual odometry and video panoptic segmentation tasks.
Neural Face Identification in a 2D Wireframe Projection of a Manifold Object
In computer-aided design (CAD) systems, 2D line drawings are commonly used to illustrate 3D object designs. To reconstruct the 3D models depicted by a single 2D line drawing, an important key is finding the edge loops in the line drawing which correspond to the actual faces of the 3D object. In this paper, we approach the classical problem of face identification from a novel data-driven point of view. We cast it as a sequence generation problem: starting from an arbitrary edge, we adopt a variant of the popular Transformer model to predict the edges associated with the same face in a natural order. This allows us to avoid searching the space of all possible edge loops with various hand-crafted rules and heuristics as most existing methods do, deal with challenging cases such as curved surfaces and nested edge loops, and leverage additional cues such as face types. We further discuss how possibly imperfect predictions can be used for 3D object reconstruction.
MiniGPT-4: Enhancing Vision-Language Understanding with Advanced Large Language Models
The recent GPT-4 has demonstrated extraordinary multi-modal abilities, such as directly generating websites from handwritten text and identifying humorous elements within images. These features are rarely observed in previous vision-language models. We believe the primary reason for GPT-4's advanced multi-modal generation capabilities lies in the utilization of a more advanced large language model (LLM). To examine this phenomenon, we present MiniGPT-4, which aligns a frozen visual encoder with a frozen LLM, Vicuna, using just one projection layer. Our findings reveal that MiniGPT-4 possesses many capabilities similar to those exhibited by GPT-4 like detailed image description generation and website creation from hand-written drafts. Furthermore, we also observe other emerging capabilities in MiniGPT-4, including writing stories and poems inspired by given images, providing solutions to problems shown in images, teaching users how to cook based on food photos, etc. In our experiment, we found that only performing the pretraining on raw image-text pairs could produce unnatural language outputs that lack coherency including repetition and fragmented sentences. To address this problem, we curate a high-quality, well-aligned dataset in the second stage to finetune our model using a conversational template. This step proved crucial for augmenting the model's generation reliability and overall usability. Notably, our model is highly computationally efficient, as we only train a projection layer utilizing approximately 5 million aligned image-text pairs. Our code, pre-trained model, and collected dataset are available at https://minigpt-4.github.io/.
Deep Retinex Decomposition for Low-Light Enhancement
Retinex model is an effective tool for low-light image enhancement. It assumes that observed images can be decomposed into the reflectance and illumination. Most existing Retinex-based methods have carefully designed hand-crafted constraints and parameters for this highly ill-posed decomposition, which may be limited by model capacity when applied in various scenes. In this paper, we collect a LOw-Light dataset (LOL) containing low/normal-light image pairs and propose a deep Retinex-Net learned on this dataset, including a Decom-Net for decomposition and an Enhance-Net for illumination adjustment. In the training process for Decom-Net, there is no ground truth of decomposed reflectance and illumination. The network is learned with only key constraints including the consistent reflectance shared by paired low/normal-light images, and the smoothness of illumination. Based on the decomposition, subsequent lightness enhancement is conducted on illumination by an enhancement network called Enhance-Net, and for joint denoising there is a denoising operation on reflectance. The Retinex-Net is end-to-end trainable, so that the learned decomposition is by nature good for lightness adjustment. Extensive experiments demonstrate that our method not only achieves visually pleasing quality for low-light enhancement but also provides a good representation of image decomposition.
Gaze-LLE: Gaze Target Estimation via Large-Scale Learned Encoders
We address the problem of gaze target estimation, which aims to predict where a person is looking in a scene. Predicting a person's gaze target requires reasoning both about the person's appearance and the contents of the scene. Prior works have developed increasingly complex, hand-crafted pipelines for gaze target estimation that carefully fuse features from separate scene encoders, head encoders, and auxiliary models for signals like depth and pose. Motivated by the success of general-purpose feature extractors on a variety of visual tasks, we propose Gaze-LLE, a novel transformer framework that streamlines gaze target estimation by leveraging features from a frozen DINOv2 encoder. We extract a single feature representation for the scene, and apply a person-specific positional prompt to decode gaze with a lightweight module. We demonstrate state-of-the-art performance across several gaze benchmarks and provide extensive analysis to validate our design choices. Our code is available at: http://github.com/fkryan/gazelle .
Evaluation of HTR models without Ground Truth Material
The evaluation of Handwritten Text Recognition (HTR) models during their development is straightforward: because HTR is a supervised problem, the usual data split into training, validation, and test data sets allows the evaluation of models in terms of accuracy or error rates. However, the evaluation process becomes tricky as soon as we switch from development to application. A compilation of a new (and forcibly smaller) ground truth (GT) from a sample of the data that we want to apply the model on and the subsequent evaluation of models thereon only provides hints about the quality of the recognised text, as do confidence scores (if available) the models return. Moreover, if we have several models at hand, we face a model selection problem since we want to obtain the best possible result during the application phase. This calls for GT-free metrics to select the best model, which is why we (re-)introduce and compare different metrics, from simple, lexicon-based to more elaborate ones using standard language models and masked language models (MLM). We show that MLM-based evaluation can compete with lexicon-based methods, with the advantage that large and multilingual transformers are readily available, thus making compiling lexical resources for other metrics superfluous.
TalkinNeRF: Animatable Neural Fields for Full-Body Talking Humans
We introduce a novel framework that learns a dynamic neural radiance field (NeRF) for full-body talking humans from monocular videos. Prior work represents only the body pose or the face. However, humans communicate with their full body, combining body pose, hand gestures, as well as facial expressions. In this work, we propose TalkinNeRF, a unified NeRF-based network that represents the holistic 4D human motion. Given a monocular video of a subject, we learn corresponding modules for the body, face, and hands, that are combined together to generate the final result. To capture complex finger articulation, we learn an additional deformation field for the hands. Our multi-identity representation enables simultaneous training for multiple subjects, as well as robust animation under completely unseen poses. It can also generalize to novel identities, given only a short video as input. We demonstrate state-of-the-art performance for animating full-body talking humans, with fine-grained hand articulation and facial expressions.
AraSpot: Arabic Spoken Command Spotting
Spoken keyword spotting (KWS) is the task of identifying a keyword in an audio stream and is widely used in smart devices at the edge in order to activate voice assistants and perform hands-free tasks. The task is daunting as there is a need, on the one hand, to achieve high accuracy while at the same time ensuring that such systems continue to run efficiently on low power and possibly limited computational capabilities devices. This work presents AraSpot for Arabic keyword spotting trained on 40 Arabic keywords, using different online data augmentation, and introducing ConformerGRU model architecture. Finally, we further improve the performance of the model by training a text-to-speech model for synthetic data generation. AraSpot achieved a State-of-the-Art SOTA 99.59% result outperforming previous approaches.
CyberHost: Taming Audio-driven Avatar Diffusion Model with Region Codebook Attention
Diffusion-based video generation technology has advanced significantly, catalyzing a proliferation of research in human animation. However, the majority of these studies are confined to same-modality driving settings, with cross-modality human body animation remaining relatively underexplored. In this paper, we introduce, an end-to-end audio-driven human animation framework that ensures hand integrity, identity consistency, and natural motion. The key design of CyberHost is the Region Codebook Attention mechanism, which improves the generation quality of facial and hand animations by integrating fine-grained local features with learned motion pattern priors. Furthermore, we have developed a suite of human-prior-guided training strategies, including body movement map, hand clarity score, pose-aligned reference feature, and local enhancement supervision, to improve synthesis results. To our knowledge, CyberHost is the first end-to-end audio-driven human diffusion model capable of facilitating zero-shot video generation within the scope of human body. Extensive experiments demonstrate that CyberHost surpasses previous works in both quantitative and qualitative aspects.
Urban morphology meets deep learning: Exploring urban forms in one million cities, town and villages across the planet
Study of urban form is an important area of research in urban planning/design that contributes to our understanding of how cities function and evolve. However, classical approaches are based on very limited observations and inconsistent methods. As an alternative, availability of massive urban data collections such as Open Street Map from the one hand and the recent advancements in machine learning methods such as deep learning techniques on the other have opened up new possibilities to automatically investigate urban forms at the global scale. In this work for the first time, by collecting a large data set of street networks in more than one million cities, towns and villages all over the world, we trained a deep convolutional auto-encoder, that automatically learns the hierarchical structures of urban forms and represents them via dense and comparable vectors. We showed how the learned urban vectors could be used for different investigations. Using the learned urban vectors, one is able to easily find and compare similar urban forms all over the world, considering their overall spatial structure and other factors such as orientation, graphical structure, and density and partial deformations. Further cluster analysis reveals the distribution of the main patterns of urban forms all over the planet.
Learning From Failure: Integrating Negative Examples when Fine-tuning Large Language Models as Agents
Large language models (LLMs) have achieved success in acting as agents, which interact with environments through tools like search engines. However, LLMs are not optimized specifically for tool use during training or alignment, limiting their effectiveness as agents. To resolve this problem, previous work has collected interaction trajectories between GPT-4 and environments, and fine-tuned smaller models with them. As part of this, the standard approach has been to simply discard trajectories that do not finish the task successfully, which, on the one hand, leads to a significant waste of data and resources, and on the other hand, has the potential to limit the possible optimization paths during fine-tuning. In this paper, we contend that large language models can learn from failures through appropriate data cleaning and fine-tuning strategies. We conduct experiments on mathematical reasoning, multi-hop question answering, and strategic question answering tasks. Experimental results demonstrate that compared to solely using positive examples, incorporating negative examples enhances model performance by a large margin.