We present a method for the accurate 3D reconstruction of partly-symmetric objects. We build on the strengths of recent advances in neural reconstruction and rendering such as Neural Radiance Fields (NeRF). A major shortcoming of such approaches is that they fail to reconstruct any part of the object which is not clearly visible in the training image, which is often the case for in-the-wild images and videos. When evidence is lacking, structural priors such as symmetry can be used to complete the missing information. However, exploiting such priors in neural rendering is highly non-trivial: while geometry and non-reflective materials may be symmetric, shadows and reflections from the ambient scene are not symmetric in general. To address this, we apply a soft symmetry constraint to the 3D geometry and material properties, having factored appearance into lighting, albedo colour and reflectivity. We evaluate our method on the recently introduced CO3D dataset, focusing on the car category due to the challenge of reconstructing highly-reflective materials. We show that it can reconstruct unobserved regions with high fidelity and render high-quality novel view images.
We present a system for automatic converting of 2D mask object predictions and raw LiDAR point clouds into full 3D bounding boxes of objects. Because the LiDAR point clouds are partial, directly fitting bounding boxes to the point clouds is meaningless. Instead, we suggest that obtaining good results requires sharing information between \emph{all} objects in the dataset jointly, over multiple frames. We then make three improvements to the baseline. First, we address ambiguities in predicting the object rotations via direct optimization in this space while still backpropagating rotation prediction through the model. Second, we explicitly model outliers and task the network with learning their typical patterns, thus better discounting them. Third, we enforce temporal consistency when video data is available. With these contributions, our method significantly outperforms previous work despite the fact that those methods use significantly more complex pipelines, 3D models and additional human-annotated external sources of prior information.
In this paper we predict a full 3D avatar of a person from a single image. We infer texture and geometry in the UV-space of the SMPL model using an image-to-image translation method. Given partial texture and segmentation layout maps derived from the input view, our model predicts the complete segmentation map, the complete texture map, and a displacement map. The predicted maps can be applied to the SMPL model in order to naturally generalize to novel poses, shapes, and even new clothing. In order to learn our model in a common UV-space, we non-rigidly register the SMPL model to thousands of 3D scans, effectively encoding textures and geometries as images in correspondence. This turns a difficult 3D inference task into a simpler image-to-image translation one. Results on rendered scans of people and images from the DeepFashion dataset demonstrate that our method can reconstruct plausible 3D avatars from a single image. We further use our model to digitally change pose, shape, swap garments between people and edit clothing. To encourage research in this direction we will make the source code available for research purpose.
We address the problem of learning accurate 3D shape and camera pose from a collection of unlabeled category-specific images. We train a convolutional network to predict both the shape and the pose from a single image by minimizing the reprojection error: given several views of an object, the projections of the predicted shapes to the predicted camera poses should match the provided views. To deal with pose ambiguity, we introduce an ensemble of pose predictors which we then distill to a single "student" model. To allow for efficient learning of high-fidelity shapes, we represent the shapes by point clouds and devise a formulation allowing for differentiable projection of these. Our experiments show that the distilled ensemble of pose predictors learns to estimate the pose accurately, while the point cloud representation allows to predict detailed shape models. The supplementary video can be found at https://www.youtube.com/watch?v=LuIGovKeo60
Human poses and motions are important cues for analysis of videos with people and there is strong evidence that representations based on body pose are highly effective for a variety of tasks such as activity recognition, content retrieval and social signal processing. In this work, we aim to further advance the state of the art by establishing "PoseTrack", a new large-scale benchmark for video-based human pose estimation and articulated tracking, and bringing together the community of researchers working on visual human analysis. The benchmark encompasses three competition tracks focusing on i) single-frame multi-person pose estimation, ii) multi-person pose estimation in videos, and iii) multi-person articulated tracking. To facilitate the benchmark and challenge we collect, annotate and release a new %large-scale benchmark dataset that features videos with multiple people labeled with person tracks and articulated pose. A centralized evaluation server is provided to allow participants to evaluate on a held-out test set. We envision that the proposed benchmark will stimulate productive research both by providing a large and representative training dataset as well as providing a platform to objectively evaluate and compare the proposed methods. The benchmark is freely accessible at https://posetrack.net.
In this paper we propose an approach for articulated tracking of multiple people in unconstrained videos. Our starting point is a model that resembles existing architectures for single-frame pose estimation but is substantially faster. We achieve this in two ways: (1) by simplifying and sparsifying the body-part relationship graph and leveraging recent methods for faster inference, and (2) by offloading a substantial share of computation onto a feed-forward convolutional architecture that is able to detect and associate body joints of the same person even in clutter. We use this model to generate proposals for body joint locations and formulate articulated tracking as spatio-temporal grouping of such proposals. This allows to jointly solve the association problem for all people in the scene by propagating evidence from strong detections through time and enforcing constraints that each proposal can be assigned to one person only. We report results on a public MPII Human Pose benchmark and on a new MPII Video Pose dataset of image sequences with multiple people. We demonstrate that our model achieves state-of-the-art results while using only a fraction of time and is able to leverage temporal information to improve state-of-the-art for crowded scenes.
We state a combinatorial optimization problem whose feasible solutions define both a decomposition and a node labeling of a given graph. This problem offers a common mathematical abstraction of seemingly unrelated computer vision tasks, including instance-separating semantic segmentation, articulated human body pose estimation and multiple object tracking. Conceptually, the problem we state generalizes the unconstrained integer quadratic program and the minimum cost lifted multicut problem, both of which are NP-hard. In order to find feasible solutions efficiently, we define two local search algorithms that converge monotonously to a local optimum, offering a feasible solution at any time. To demonstrate their effectiveness in tackling computer vision tasks, we apply these algorithms to instances of the problem that we construct from published data, using published algorithms. We report state-of-the-art application-specific accuracy for the three above-mentioned applications.
Marker-based and marker-less optical skeletal motion-capture methods use an outside-in arrangement of cameras placed around a scene, with viewpoints converging on the center. They often create discomfort by possibly needed marker suits, and their recording volume is severely restricted and often constrained to indoor scenes with controlled backgrounds. We therefore propose a new method for real-time, marker-less and egocentric motion capture which estimates the full-body skeleton pose from a lightweight stereo pair of fisheye cameras that are attached to a helmet or virtual-reality headset. It combines the strength of a new generative pose estimation framework for fisheye views with a ConvNet-based body-part detector trained on a new automatically annotated and augmented dataset. Our inside-in method captures full-body motion in general indoor and outdoor scenes, and also crowded scenes.
The goal of this paper is to advance the state-of-the-art of articulated pose estimation in scenes with multiple people. To that end we contribute on three fronts. We propose (1) improved body part detectors that generate effective bottom-up proposals for body parts; (2) novel image-conditioned pairwise terms that allow to assemble the proposals into a variable number of consistent body part configurations; and (3) an incremental optimization strategy that explores the search space more efficiently thus leading both to better performance and significant speed-up factors. Evaluation is done on two single-person and two multi-person pose estimation benchmarks. The proposed approach significantly outperforms best known multi-person pose estimation results while demonstrating competitive performance on the task of single person pose estimation. Models and code available at http://pose.mpi-inf.mpg.de
Marker-based and marker-less optical skeletal motion-capture methods use an outside-in arrangement of cameras placed around a scene, with viewpoints converging on the center. They often create discomfort by possibly needed marker suits, and their recording volume is severely restricted and often constrained to indoor scenes with controlled backgrounds. Alternative suit-based systems use several inertial measurement units or an exoskeleton to capture motion. This makes capturing independent of a confined volume, but requires substantial, often constraining, and hard to set up body instrumentation. We therefore propose a new method for real-time, marker-less and egocentric motion capture which estimates the full-body skeleton pose from a lightweight stereo pair of fisheye cameras that are attached to a helmet or virtual reality headset. It combines the strength of a new generative pose estimation framework for fisheye views with a ConvNet-based body-part detector trained on a large new dataset. Our inside-in method captures full-body motion in general indoor and outdoor scenes, and also crowded scenes with many people in close vicinity. The captured user can freely move around, which enables reconstruction of larger-scale activities and is particularly useful in virtual reality to freely roam and interact, while seeing the fully motion-captured virtual body.