We introduce the dynamic grasp synthesis task: given an object with a known 6D pose and a grasp reference, our goal is to generate motions that move the object to a target 6D pose. This is challenging, because it requires reasoning about the complex articulation of the human hand and the intricate physical interaction with the object. We propose a novel method that frames this problem in the reinforcement learning framework and leverages a physics simulation, both to learn and to evaluate such dynamic interactions. A hierarchical approach decomposes the task into low-level grasping and high-level motion synthesis. It can be used to generate novel hand sequences that approach, grasp, and move an object to a desired location, while retaining human-likeness. We show that our approach leads to stable grasps and generates a wide range of motions. Furthermore, even imperfect labels can be corrected by our method to generate dynamic interaction sequences. Video is available at https://eth-ait.github.io/d-grasp/ .
Capturing the dynamically deforming 3D shape of clothed human is essential for numerous applications, including VR/AR, autonomous driving, and human-computer interaction. Existing methods either require a highly specialized capturing setup, such as expensive multi-view imaging systems, or they lack robustness to challenging body poses. In this work, we propose a method capable of capturing the dynamic 3D human shape from a monocular video featuring challenging body poses, without any additional input. We first build a 3D template human model of the subject based on a learned regression model. We then track this template model's deformation under challenging body articulations based on 2D image observations. Our method outperforms state-of-the-art methods on an in-the-wild human video dataset 3DPW. Moreover, we demonstrate its efficacy in robustness and generalizability on videos from iPER datasets.
Upsampling videos of human activity is an interesting yet challenging task with many potential applications ranging from gaming to entertainment and sports broadcasting. The main difficulty in synthesizing video frames in this setting stems from the highly complex and non-linear nature of human motion and the complex appearance and texture of the body. We propose to address these issues in a motion-guided frame-upsampling framework that is capable of producing realistic human motion and appearance. A novel motion model is trained to inference the non-linear skeletal motion between frames by leveraging a large-scale motion-capture dataset (AMASS). The high-frame-rate pose predictions are then used by a neural rendering pipeline to produce the full-frame output, taking the pose and background consistency into consideration. Our pipeline only requires low-frame-rate videos and unpaired human motion data but does not require high-frame-rate videos for training. Furthermore, we contribute the first evaluation dataset that consists of high-quality and high-frame-rate videos of human activities for this task. Compared with state-of-the-art video interpolation techniques, our method produces in-between frames with better quality and accuracy, which is evident by state-of-the-art results on pixel-level, distributional metrics and comparative user evaluations. Our code and the collected dataset are available at https://git.io/Render-In-Between.
In this paper we contribute a simple yet effective approach for estimating 3D poses of multiple people from multi-view images. Our proposed coarse-to-fine pipeline first aggregates noisy 2D observations from multiple camera views into 3D space and then associates them into individual instances based on a confidence-aware majority voting technique. The final pose estimates are attained from a novel optimization scheme which links high-confidence multi-view 2D observations and 3D joint candidates. Moreover, a statistical parametric body model such as SMPL is leveraged as a regularizing prior for these 3D joint candidates. Specifically, both 3D poses and SMPL parameters are optimized jointly in an alternating fashion. Here the parametric models help in correcting implausible 3D pose estimates and filling in missing joint detections while updated 3D poses in turn guide obtaining better SMPL estimations. By linking 2D and 3D observations, our method is both accurate and generalizes to different data sources because it better decouples the final 3D pose from the inter-person constellation and is more robust to noisy 2D detections. We systematically evaluate our method on public datasets and achieve state-of-the-art performance. The code and video will be available on the project page: https://ait.ethz.ch/projects/2021/multi-human-pose/.
Due to the lack of camera parameter information for in-the-wild images, existing 3D human pose and shape (HPS) estimation methods make several simplifying assumptions: weak-perspective projection, large constant focal length, and zero camera rotation. These assumptions often do not hold and we show, quantitatively and qualitatively, that they cause errors in the reconstructed 3D shape and pose. To address this, we introduce SPEC, the first in-the-wild 3D HPS method that estimates the perspective camera from a single image and employs this to reconstruct 3D human bodies more accurately. %regress 3D human bodies. First, we train a neural network to estimate the field of view, camera pitch, and roll given an input image. We employ novel losses that improve the calibration accuracy over previous work. We then train a novel network that concatenates the camera calibration to the image features and uses these together to regress 3D body shape and pose. SPEC is more accurate than the prior art on the standard benchmark (3DPW) as well as two new datasets with more challenging camera views and varying focal lengths. Specifically, we create a new photorealistic synthetic dataset (SPEC-SYN) with ground truth 3D bodies and a novel in-the-wild dataset (SPEC-MTP) with calibration and high-quality reference bodies. Both qualitative and quantitative analysis confirm that knowing camera parameters during inference regresses better human bodies. Code and datasets are available for research purposes at https://spec.is.tue.mpg.de.
We present Hand ArticuLated Occupancy (HALO), a novel representation of articulated hands that bridges the advantages of 3D keypoints and neural implicit surfaces and can be used in end-to-end trainable architectures. Unlike existing statistical parametric hand models (e.g.~MANO), HALO directly leverages 3D joint skeleton as input and produces a neural occupancy volume representing the posed hand surface. The key benefits of HALO are (1) it is driven by 3D key points, which have benefits in terms of accuracy and are easier to learn for neural networks than the latent hand-model parameters; (2) it provides a differentiable volumetric occupancy representation of the posed hand; (3) it can be trained end-to-end, allowing the formulation of losses on the hand surface that benefit the learning of 3D keypoints. We demonstrate the applicability of HALO to the task of conditional generation of hands that grasp 3D objects. The differentiable nature of HALO is shown to improve the quality of the synthesized hands both in terms of physical plausibility and user preference.
In natural conversation and interaction, our hands often overlap or are in contact with each other. Due to the homogeneous appearance of hands, this makes estimating the 3D pose of interacting hands from images difficult. In this paper we demonstrate that self-similarity, and the resulting ambiguities in assigning pixel observations to the respective hands and their parts, is a major cause of the final 3D pose error. Motivated by this insight, we propose DIGIT, a novel method for estimating the 3D poses of two interacting hands from a single monocular image. The method consists of two interwoven branches that process the input imagery into a per-pixel semantic part segmentation mask and a visual feature volume. In contrast to prior work, we do not decouple the segmentation from the pose estimation stage, but rather leverage the per-pixel probabilities directly in the downstream pose estimation task. To do so, the part probabilities are merged with the visual features and processed via fully-convolutional layers. We experimentally show that the proposed approach achieves new state-of-the-art performance on the InterHand2.6M dataset for both single and interacting hands across all metrics. We provide detailed ablation studies to demonstrate the efficacy of our method and to provide insights into how the modelling of pixel ownership affects single and interacting hand pose estimation. Our code will be released for research purposes.
Acquiring accurate 3D annotated data for hand pose estimation is a notoriously difficult problem. This typically requires complex multi-camera setups and controlled conditions, which in turn creates a domain gap that is hard to bridge to fully unconstrained settings. Encouraged by the success of contrastive learning on image classification tasks, we propose a new self-supervised method for the structured regression task of 3D hand pose estimation. Contrastive learning makes use of unlabeled data for the purpose of representation learning via a loss formulation that encourages the learned feature representations to be invariant under any image transformation. For 3D hand pose estimation, it too is desirable to have invariance to appearance transformation such as color jitter. However, the task requires equivariance under affine transformations, such as rotation and translation. To address this issue, we propose an equivariant contrastive objective and demonstrate its effectiveness in the context of 3D hand pose estimation. We experimentally investigate the impact of invariant and equivariant contrastive objectives and show that learning equivariant features leads to better representations for the task of 3D hand pose estimation. Furthermore, we show that a standard ResNet-152, trained on additional unlabeled data, attains an improvement of $7.6\%$ in PA-EPE on FreiHAND and thus achieves state-of-the-art performance without any task specific, specialized architectures.
Hand pose estimation is difficult due to different environmental conditions, object- and self-occlusion as well as diversity in hand shape and appearance. Exhaustively covering this wide range of factors in fully annotated datasets has remained impractical, posing significant challenges for generalization of supervised methods. Embracing this challenge, we propose to combine ideas from adversarial training and motion modelling to tap into unlabeled videos. To this end we propose what to the best of our knowledge is the first motion model for hands and show that an adversarial formulation leads to better generalization properties of the hand pose estimator via semi-supervised training on unlabeled video sequences. In this setting, the pose predictor must produce a valid sequence of hand poses, as determined by a discriminative adversary. This adversary reasons both on the structural as well as temporal domain, effectively exploiting the spatio-temporal structure in the task. The main advantage of our approach is that we can make use of unpaired videos and joint sequence data both of which are much easier to attain than paired training data. We perform extensive evaluation, investigating essential components needed for the proposed framework and empirically demonstrate in two challenging settings that the proposed approach leads to significant improvements in pose estimation accuracy. In the lowest label setting, we attain an improvement of $40\%$ in absolute mean joint error.