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
Eye movements can reveal valuable insights into various aspects of human mental processes, physical well-being, and actions. Recently, several datasets have been made available that simultaneously record EEG activity and eye movements. This has triggered the development of various methods to predict gaze direction based on brain activity. However, most of these methods lack interpretability, which limits their technology acceptance. In this paper, we leverage a large data set of simultaneously measured Electroencephalography (EEG) and Eye tracking, proposing an interpretable model for gaze estimation from EEG data. More specifically, we present a novel attention-based deep learning framework for EEG signal analysis, which allows the network to focus on the most relevant information in the signal and discard problematic channels. Additionally, we provide a comprehensive evaluation of the presented framework, demonstrating its superiority over current methods in terms of accuracy and robustness. Finally, the study presents visualizations that explain the results of the analysis and highlights the potential of attention mechanism for improving the efficiency and effectiveness of EEG data analysis in a variety of applications.
We propose Hi4D, a method and dataset for the automatic analysis of physically close human-human interaction under prolonged contact. Robustly disentangling several in-contact subjects is a challenging task due to occlusions and complex shapes. Hence, existing multi-view systems typically fuse 3D surfaces of close subjects into a single, connected mesh. To address this issue we leverage i) individually fitted neural implicit avatars; ii) an alternating optimization scheme that refines pose and surface through periods of close proximity; and iii) thus segment the fused raw scans into individual instances. From these instances we compile Hi4D dataset of 4D textured scans of 20 subject pairs, 100 sequences, and a total of more than 11K frames. Hi4D contains rich interaction-centric annotations in 2D and 3D alongside accurately registered parametric body models. We define varied human pose and shape estimation tasks on this dataset and provide results from state-of-the-art methods on these benchmarks.
We present X-Avatar, a novel avatar model that captures the full expressiveness of digital humans to bring about life-like experiences in telepresence, AR/VR and beyond. Our method models bodies, hands, facial expressions and appearance in a holistic fashion and can be learned from either full 3D scans or RGB-D data. To achieve this, we propose a part-aware learned forward skinning module that can be driven by the parameter space of SMPL-X, allowing for expressive animation of X-Avatars. To efficiently learn the neural shape and deformation fields, we propose novel part-aware sampling and initialization strategies. This leads to higher fidelity results, especially for smaller body parts while maintaining efficient training despite increased number of articulated bones. To capture the appearance of the avatar with high-frequency details, we extend the geometry and deformation fields with a texture network that is conditioned on pose, facial expression, geometry and the normals of the deformed surface. We show experimentally that our method outperforms strong baselines in both data domains both quantitatively and qualitatively on the animation task. To facilitate future research on expressive avatars we contribute a new dataset, called X-Humans, containing 233 sequences of high-quality textured scans from 20 participants, totalling 35,500 data frames.
We use our hands to interact with and to manipulate objects. Articulated objects are especially interesting since they often require the full dexterity of human hands to manipulate them. To understand, model, and synthesize such interactions, automatic and robust methods that reconstruct hands and articulated objects in 3D from a color image are needed. Existing methods for estimating 3D hand and object pose from images focus on rigid objects. In part, because such methods rely on training data and no dataset of articulated object manipulation exists. Consequently, we introduce ARCTIC - the first dataset of free-form interactions of hands and articulated objects. ARCTIC has 1.2M images paired with accurate 3D meshes for both hands and for objects that move and deform over time. The dataset also provides hand-object contact information. To show the value of our dataset, we perform two novel tasks on ARCTIC: (1) 3D reconstruction of two hands and an articulated object in interaction; (2) an estimation of dense hand-object relative distances, which we call interaction field estimation. For the first task, we present ArcticNet, a baseline method for the task of jointly reconstructing two hands and an articulated object from an RGB image. For interaction field estimation, we predict the relative distances from each hand vertex to the object surface, and vice versa. We introduce InterField, the first method that estimates such distances from a single RGB image. We provide qualitative and quantitative experiments for both tasks, and provide detailed analysis on the data. Code and data will be available at https://arctic.is.tue.mpg.de.
In this paper we propose a convolutional autoencoder to address the problem of motion infilling for 3D human motion data. Given a start and end sequence, motion infilling aims to complete the missing gap in between, such that the filled in poses plausibly forecast the start sequence and naturally transition into the end sequence. To this end, we propose a single, end-to-end trainable convolutional autoencoder. We show that a single model can be used to create natural transitions between different types of activities. Furthermore, our method is not only able to fill in entire missing frames, but it can also be used to complete gaps where partial poses are available (e.g. from end effectors), or to clean up other forms of noise (e.g. Gaussian). Also, the model can fill in an arbitrary number of gaps that potentially vary in length. In addition, no further post-processing on the model's outputs is necessary such as smoothing or closing discontinuities at the end of the gap. At the heart of our approach lies the idea to cast motion infilling as an inpainting problem and to train a convolutional de-noising autoencoder on image-like representations of motion sequences. At training time, blocks of columns are removed from such images and we ask the model to fill in the gaps. We demonstrate the versatility of the approach via a number of complex motion sequences and report on thorough evaluations performed to better understand the capabilities and limitations of the proposed approach.
In this paper, we propose a novel architecture for the task of 3D human motion modelling. We argue that the problem can be interpreted as a generative modelling task: A network learns the conditional synthesis of human poses where the model is conditioned on a seed sequence. Our focus lies on the generation of plausible future developments over longer time horizons, whereas previous work considered shorter time frames of up to 1 second. To mitigate the issue of convergence to a static pose, we propose a novel architecture that leverages the recently proposed self-attention concept. The task of 3D motion prediction is inherently spatio-temporal and thus the proposed model learns high dimensional joint embeddings followed by a decoupled temporal and spatial self-attention mechanism. The two attention blocks operate in parallel to aggregate the most informative components of the sequence to update the joint representation. This allows the model to access past information directly and to capture spatio-temporal dependencies explicitly. We show empirically that this reduces error accumulation over time and allows for the generation of perceptually plausible motion sequences over long time horizons as well as accurate short-term predictions. Accompanying video available at https://youtu.be/yF0cdt2yCNE .
Human motion prediction is a challenging and important task in many computer vision application domains. Existing work only implicitly models the spatial structure of the human skeleton. In this paper, we propose a novel approach that decomposes the prediction into individual joints by means of a structured prediction layer that explicitly models the joint dependencies. This is implemented via a hierarchy of small-sized neural networks connected analogously to the kinematic chains in the human body as well as a joint-wise decomposition in the loss function. The proposed layer is agnostic to the underlying network and can be used with existing architectures for motion modelling. Prior work typically leverages the H3.6M dataset. We show that some state-of-the-art techniques do not perform well when trained and tested on AMASS, a recently released dataset 14 times the size of H3.6M. Our experiments indicate that the proposed layer increases the performance of motion forecasting irrespective of the base network, joint-angle representation, and prediction horizon. We furthermore show that the layer also improves motion predictions qualitatively. We make code and models publicly available at https://ait.ethz.ch/projects/2019/spl.
We demonstrate a novel deep neural network capable of reconstructing human full body pose in real-time from 6 Inertial Measurement Units (IMUs) worn on the user's body. In doing so, we address several difficult challenges. First, the problem is severely under-constrained as multiple pose parameters produce the same IMU orientations. Second, capturing IMU data in conjunction with ground-truth poses is expensive and difficult to do in many target application scenarios (e.g., outdoors). Third, modeling temporal dependencies through non-linear optimization has proven effective in prior work but makes real-time prediction infeasible. To address this important limitation, we learn the temporal pose priors using deep learning. To learn from sufficient data, we synthesize IMU data from motion capture datasets. A bi-directional RNN architecture leverages past and future information that is available at training time. At test time, we deploy the network in a sliding window fashion, retaining real time capabilities. To evaluate our method, we recorded DIP-IMU, a dataset consisting of $10$ subjects wearing 17 IMUs for validation in $64$ sequences with $330\,000$ time instants; this constitutes the largest IMU dataset publicly available. We quantitatively evaluate our approach on multiple datasets and show results from a real-time implementation. DIP-IMU and the code are available for research purposes.