The two-hand interaction is one of the most challenging signals to analyze due to the self-similarity, complicated articulations, and occlusions of hands. Although several datasets have been proposed for the two-hand interaction analysis, all of them do not achieve 1) diverse and realistic image appearances and 2) diverse and large-scale groundtruth (GT) 3D poses at the same time. In this work, we propose Re:InterHand, a dataset of relighted 3D interacting hands that achieve the two goals. To this end, we employ a state-of-the-art hand relighting network with our accurately tracked two-hand 3D poses. We compare our Re:InterHand with existing 3D interacting hands datasets and show the benefit of it. Our Re:InterHand is available in https://mks0601.github.io/ReInterHand/.
We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.
We present a physics-based humanoid controller that achieves high-fidelity motion imitation and fault-tolerant behavior in the presence of noisy input (e.g. pose estimates from video or generated from language) and unexpected falls. Our controller scales up to learning ten thousand motion clips without using any external stabilizing forces and learns to naturally recover from fail-state. Given reference motion, our controller can perpetually control simulated avatars without requiring resets. At its core, we propose the progressive multiplicative control policy (PMCP), which dynamically allocates new network capacity to learn harder and harder motion sequences. PMCP allows efficient scaling for learning from large-scale motion databases and adding new tasks, such as fail-state recovery, without catastrophic forgetting. We demonstrate the effectiveness of our controller by using it to imitate noisy poses from video-based pose estimators and language-based motion generators in a live and real-time multi-person avatar use case.
Egocentric 3D human pose estimation with a single head-mounted fisheye camera has recently attracted attention due to its numerous applications in virtual and augmented reality. Existing methods still struggle in challenging poses where the human body is highly occluded or is closely interacting with the scene. To address this issue, we propose a scene-aware egocentric pose estimation method that guides the prediction of the egocentric pose with scene constraints. To this end, we propose an egocentric depth estimation network to predict the scene depth map from a wide-view egocentric fisheye camera while mitigating the occlusion of the human body with a depth-inpainting network. Next, we propose a scene-aware pose estimation network that projects the 2D image features and estimated depth map of the scene into a voxel space and regresses the 3D pose with a V2V network. The voxel-based feature representation provides the direct geometric connection between 2D image features and scene geometry, and further facilitates the V2V network to constrain the predicted pose based on the estimated scene geometry. To enable the training of the aforementioned networks, we also generated a synthetic dataset, called EgoGTA, and an in-the-wild dataset based on EgoPW, called EgoPW-Scene. The experimental results of our new evaluation sequences show that the predicted 3D egocentric poses are accurate and physically plausible in terms of human-scene interaction, demonstrating that our method outperforms the state-of-the-art methods both quantitatively and qualitatively.
Despite recent progress in developing animatable full-body avatars, realistic modeling of clothing - one of the core aspects of human self-expression - remains an open challenge. State-of-the-art physical simulation methods can generate realistically behaving clothing geometry at interactive rate. Modeling photorealistic appearance, however, usually requires physically-based rendering which is too expensive for interactive applications. On the other hand, data-driven deep appearance models are capable of efficiently producing realistic appearance, but struggle at synthesizing geometry of highly dynamic clothing and handling challenging body-clothing configurations. To this end, we introduce pose-driven avatars with explicit modeling of clothing that exhibit both realistic clothing dynamics and photorealistic appearance learned from real-world data. The key idea is to introduce a neural clothing appearance model that operates on top of explicit geometry: at train time we use high-fidelity tracking, whereas at animation time we rely on physically simulated geometry. Our key contribution is a physically-inspired appearance network, capable of generating photorealistic appearance with view-dependent and dynamic shadowing effects even for unseen body-clothing configurations. We conduct a thorough evaluation of our model and demonstrate diverse animation results on several subjects and different types of clothing. Unlike previous work on photorealistic full-body avatars, our approach can produce much richer dynamics and more realistic deformations even for loose clothing. We also demonstrate that our formulation naturally allows clothing to be used with avatars of different people while staying fully animatable, thus enabling, for the first time, photorealistic avatars with novel clothing.
Marker-less monocular 3D human motion capture (MoCap) with scene interactions is a challenging research topic relevant for extended reality, robotics and virtual avatar generation. Due to the inherent depth ambiguity of monocular settings, 3D motions captured with existing methods often contain severe artefacts such as incorrect body-scene inter-penetrations, jitter and body floating. To tackle these issues, we propose HULC, a new approach for 3D human MoCap which is aware of the scene geometry. HULC estimates 3D poses and dense body-environment surface contacts for improved 3D localisations, as well as the absolute scale of the subject. Furthermore, we introduce a 3D pose trajectory optimisation based on a novel pose manifold sampling that resolves erroneous body-environment inter-penetrations. Although the proposed method requires less structured inputs compared to existing scene-aware monocular MoCap algorithms, it produces more physically-plausible poses: HULC significantly and consistently outperforms the existing approaches in various experiments and on different metrics.
Egocentric 3D human pose estimation with a single fisheye camera has drawn a significant amount of attention recently. However, existing methods struggle with pose estimation from in-the-wild images, because they can only be trained on synthetic data due to the unavailability of large-scale in-the-wild egocentric datasets. Furthermore, these methods easily fail when the body parts are occluded by or interacting with the surrounding scene. To address the shortage of in-the-wild data, we collect a large-scale in-the-wild egocentric dataset called Egocentric Poses in the Wild (EgoPW). This dataset is captured by a head-mounted fisheye camera and an auxiliary external camera, which provides an additional observation of the human body from a third-person perspective during training. We present a new egocentric pose estimation method, which can be trained on the new dataset with weak external supervision. Specifically, we first generate pseudo labels for the EgoPW dataset with a spatio-temporal optimization method by incorporating the external-view supervision. The pseudo labels are then used to train an egocentric pose estimation network. To facilitate the network training, we propose a novel learning strategy to supervise the egocentric features with the high-quality features extracted by a pretrained external-view pose estimation model. The experiments show that our method predicts accurate 3D poses from a single in-the-wild egocentric image and outperforms the state-of-the-art methods both quantitatively and qualitatively.
Human performance capture is a highly important computer vision problem with many applications in movie production and virtual/augmented reality. Many previous performance capture approaches either required expensive multi-view setups or did not recover dense space-time coherent geometry with frame-to-frame correspondences. We propose a novel deep learning approach for monocular dense human performance capture. Our method is trained in a weakly supervised manner based on multi-view supervision completely removing the need for training data with 3D ground truth annotations. The network architecture is based on two separate networks that disentangle the task into a pose estimation and a non-rigid surface deformation step. Extensive qualitative and quantitative evaluations show that our approach outperforms the state of the art in terms of quality and robustness. This work is an extended version of DeepCap where we provide more detailed explanations, comparisons and results as well as applications.