Abstract:We propose a novel 3D gaze redirection framework that leverages an explicit 3D eyeball structure. Existing gaze redirection methods are typically based on neural radiance fields, which employ implicit neural representations via volume rendering. Unlike these NeRF-based approaches, where the rotation and translation of 3D representations are not explicitly modeled, we introduce a dedicated 3D eyeball structure to represent the eyeballs with 3D Gaussian Splatting (3DGS). Our method generates photorealistic images that faithfully reproduce the desired gaze direction by explicitly rotating and translating the 3D eyeball structure. In addition, we propose an adaptive deformation module that enables the replication of subtle muscle movements around the eyes. Through experiments conducted on the ETH-XGaze dataset, we demonstrate that our framework is capable of generating diverse novel gaze images, achieving superior image quality and gaze estimation accuracy compared to previous state-of-the-art methods.
Abstract:Continual learning enables pre-trained generative vision-language models (VLMs) to incorporate knowledge from new tasks without retraining data from previous ones. Recent methods update a visual projector to translate visual information for new tasks, connecting pre-trained vision encoders with large language models. However, such adjustments may cause the models to prioritize visual inputs over language instructions, particularly learning tasks with repetitive types of textual instructions. To address the neglect of language instructions, we propose a novel framework that grounds the translation of visual information on instructions for language models. We introduce a mixture of visual projectors, each serving as a specialized visual-to-language translation expert based on the given instruction context to adapt to new tasks. To avoid using experts for irrelevant instruction contexts, we propose an expert recommendation strategy that reuses experts for tasks similar to those previously learned. Additionally, we introduce expert pruning to alleviate interference from the use of experts that cumulatively activated in previous tasks. Extensive experiments on diverse vision-language tasks demonstrate that our method outperforms existing continual learning approaches by generating instruction-following responses.
Abstract:We study multi-dataset training (MDT) for pose estimation, where skeletal heterogeneity presents a unique challenge that existing methods have yet to address. In traditional domains, \eg regression and classification, MDT typically relies on dataset merging or multi-head supervision. However, the diversity of skeleton types and limited cross-dataset supervision complicate integration in pose estimation. To address these challenges, we introduce PoseBH, a new MDT framework that tackles keypoint heterogeneity and limited supervision through two key techniques. First, we propose nonparametric keypoint prototypes that learn within a unified embedding space, enabling seamless integration across skeleton types. Second, we develop a cross-type self-supervision mechanism that aligns keypoint predictions with keypoint embedding prototypes, providing supervision without relying on teacher-student models or additional augmentations. PoseBH substantially improves generalization across whole-body and animal pose datasets, including COCO-WholeBody, AP-10K, and APT-36K, while preserving performance on standard human pose benchmarks (COCO, MPII, and AIC). Furthermore, our learned keypoint embeddings transfer effectively to hand shape estimation (InterHand2.6M) and human body shape estimation (3DPW). The code for PoseBH is available at: https://github.com/uyoung-jeong/PoseBH.
Abstract:In this work, we introduce Segmentation to Human-Object Interaction (\textit{\textbf{Seg2HOI}}) approach, a novel framework that integrates segmentation-based vision foundation models with the human-object interaction task, distinguished from traditional detection-based Human-Object Interaction (HOI) methods. Our approach enhances HOI detection by not only predicting the standard triplets but also introducing quadruplets, which extend HOI triplets by including segmentation masks for human-object pairs. More specifically, Seg2HOI inherits the properties of the vision foundation model (e.g., promptable and interactive mechanisms) and incorporates a decoder that applies these attributes to HOI task. Despite training only for HOI, without additional training mechanisms for these properties, the framework demonstrates that such features still operate efficiently. Extensive experiments on two public benchmark datasets demonstrate that Seg2HOI achieves performance comparable to state-of-the-art methods, even in zero-shot scenarios. Lastly, we propose that Seg2HOI can generate HOI quadruplets and interactive HOI segmentation from novel text and visual prompts that were not used during training, making it versatile for a wide range of applications by leveraging this flexibility.
Abstract:This paper introduces Motion Personalization, a new task that generates personalized motions aligned with text descriptions using several basic motions containing Persona. To support this novel task, we introduce a new large-scale motion dataset called PerMo (PersonaMotion), which captures the unique personas of multiple actors. We also propose a multi-modal finetuning method of a pretrained motion diffusion model called PersonaBooth. PersonaBooth addresses two main challenges: i) A significant distribution gap between the persona-focused PerMo dataset and the pretraining datasets, which lack persona-specific data, and ii) the difficulty of capturing a consistent persona from the motions vary in content (action type). To tackle the dataset distribution gap, we introduce a persona token to accept new persona features and perform multi-modal adaptation for both text and visuals during finetuning. To capture a consistent persona, we incorporate a contrastive learning technique to enhance intra-cohesion among samples with the same persona. Furthermore, we introduce a context-aware fusion mechanism to maximize the integration of persona cues from multiple input motions. PersonaBooth outperforms state-of-the-art motion style transfer methods, establishing a new benchmark for motion personalization.
Abstract:3D and 2D gaze estimation share the fundamental objective of capturing eye movements but are traditionally treated as two distinct research domains. In this paper, we introduce a novel cross-task few-shot 2D gaze estimation approach, aiming to adapt a pre-trained 3D gaze estimation network for 2D gaze prediction on unseen devices using only a few training images. This task is highly challenging due to the domain gap between 3D and 2D gaze, unknown screen poses, and limited training data. To address these challenges, we propose a novel framework that bridges the gap between 3D and 2D gaze. Our framework contains a physics-based differentiable projection module with learnable parameters to model screen poses and project 3D gaze into 2D gaze. The framework is fully differentiable and can integrate into existing 3D gaze networks without modifying their original architecture. Additionally, we introduce a dynamic pseudo-labelling strategy for flipped images, which is particularly challenging for 2D labels due to unknown screen poses. To overcome this, we reverse the projection process by converting 2D labels to 3D space, where flipping is performed. Notably, this 3D space is not aligned with the camera coordinate system, so we learn a dynamic transformation matrix to compensate for this misalignment. We evaluate our method on MPIIGaze, EVE, and GazeCapture datasets, collected respectively on laptops, desktop computers, and mobile devices. The superior performance highlights the effectiveness of our approach, and demonstrates its strong potential for real-world applications.
Abstract:With the availability of egocentric 3D hand-object interaction datasets, there is increasing interest in developing unified models for hand-object pose estimation and action recognition. However, existing methods still struggle to recognise seen actions on unseen objects due to the limitations in representing object shape and movement using 3D bounding boxes. Additionally, the reliance on object templates at test time limits their generalisability to unseen objects. To address these challenges, we propose to leverage superquadrics as an alternative 3D object representation to bounding boxes and demonstrate their effectiveness on both template-free object reconstruction and action recognition tasks. Moreover, as we find that pure appearance-based methods can outperform the unified methods, the potential benefits from 3D geometric information remain unclear. Therefore, we study the compositionality of actions by considering a more challenging task where the training combinations of verbs and nouns do not overlap with the testing split. We extend H2O and FPHA datasets with compositional splits and design a novel collaborative learning framework that can explicitly reason about the geometric relations between hands and the manipulated object. Through extensive quantitative and qualitative evaluations, we demonstrate significant improvements over the state-of-the-arts in (compositional) action recognition.
Abstract:Medical image segmentation poses challenges due to domain gaps, data modality variations, and dependency on domain knowledge or experts, especially for low- and middle-income countries (LMICs). Whereas for humans, given a few exemplars (with corresponding labels), we are able to segment different medical images even without exten-sive domain-specific clinical training. In addition, current SAM-based medical segmentation models use fine-grained visual prompts, such as the bounding rectangle generated from manually annotated target segmentation mask, as the bounding box (bbox) prompt during the testing phase. However, in actual clinical scenarios, no such precise prior knowledge is available. Our experimental results also reveal that previous models nearly fail to predict when given coarser bbox prompts. Considering these issues, in this paper, we introduce a domain-aware selective adaptation approach to adapt the general knowledge learned from a large model trained with natural images to the corresponding medical domains/modalities, with access to only a few (e.g. less than 5) exemplars. Our method mitigates the aforementioned limitations, providing an efficient and LMICs-friendly solution. Extensive experimental analysis showcases the effectiveness of our approach, offering potential advancements in healthcare diagnostics and clinical applications in LMICs.
Abstract: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 \textit{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.
Abstract:Generating face image with specific gaze information has attracted considerable attention. Existing approaches typically input gaze values directly for face generation, which is unnatural and requires annotated gaze datasets for training, thereby limiting its application. In this paper, we present a novel gaze-controllable face generation task. Our approach inputs textual descriptions that describe human gaze and head behavior and generates corresponding face images. Our work first introduces a text-of-gaze dataset containing over 90k text descriptions spanning a dense distribution of gaze and head poses. We further propose a gaze-controllable text-to-face method. Our method contains a sketch-conditioned face diffusion module and a model-based sketch diffusion module. We define a face sketch based on facial landmarks and eye segmentation map. The face diffusion module generates face images from the face sketch, and the sketch diffusion module employs a 3D face model to generate face sketch from text description. Experiments on the FFHQ dataset show the effectiveness of our method. We will release our dataset and code for future research.