It is especially challenging to achieve real-time human motion tracking on a standalone VR Head-Mounted Display (HMD) such as Meta Quest and PICO. In this paper, we propose HMD-Poser, the first unified approach to recover full-body motions using scalable sparse observations from HMD and body-worn IMUs. In particular, it can support a variety of input scenarios, such as HMD, HMD+2IMUs, HMD+3IMUs, etc. The scalability of inputs may accommodate users' choices for both high tracking accuracy and easy-to-wear. A lightweight temporal-spatial feature learning network is proposed in HMD-Poser to guarantee that the model runs in real-time on HMDs. Furthermore, HMD-Poser presents online body shape estimation to improve the position accuracy of body joints. Extensive experimental results on the challenging AMASS dataset show that HMD-Poser achieves new state-of-the-art results in both accuracy and real-time performance. We also build a new free-dancing motion dataset to evaluate HMD-Poser's on-device performance and investigate the performance gap between synthetic data and real-captured sensor data. Finally, we demonstrate our HMD-Poser with a real-time Avatar-driving application on a commercial HMD. Our code and free-dancing motion dataset are available https://pico-ai-team.github.io/hmd-poser
Existing Cross-Domain Few-Shot Learning (CDFSL) methods require access to source domain data to train a model in the pre-training phase. However, due to increasing concerns about data privacy and the desire to reduce data transmission and training costs, it is necessary to develop a CDFSL solution without accessing source data. For this reason, this paper explores a Source-Free CDFSL (SF-CDFSL) problem, in which CDFSL is addressed through the use of existing pretrained models instead of training a model with source data, avoiding accessing source data. This paper proposes an Enhanced Information Maximization with Distance-Aware Contrastive Learning (IM-DCL) method to address these challenges. Firstly, we introduce the transductive mechanism for learning the query set. Secondly, information maximization (IM) is explored to map target samples into both individual certainty and global diversity predictions, helping the source model better fit the target data distribution. However, IM fails to learn the decision boundary of the target task. This motivates us to introduce a novel approach called Distance-Aware Contrastive Learning (DCL), in which we consider the entire feature set as both positive and negative sets, akin to Schrodinger's concept of a dual state. Instead of a rigid separation between positive and negative sets, we employ a weighted distance calculation among features to establish a soft classification of the positive and negative sets for the entire feature set. Furthermore, we address issues related to IM by incorporating contrastive constraints between object features and their corresponding positive and negative sets. Evaluations of the 4 datasets in the BSCD-FSL benchmark indicate that the proposed IM-DCL, without accessing the source domain, demonstrates superiority over existing methods, especially in the distant domain task.
In this paper, we delve into the creation of one-shot hand avatars, attaining high-fidelity and drivable hand representations swiftly from a single image. With the burgeoning domains of the digital human, the need for quick and personalized hand avatar creation has become increasingly critical. Existing techniques typically require extensive input data and may prove cumbersome or even impractical in certain scenarios. To enhance accessibility, we present a novel method OHTA (One-shot Hand avaTAr) that enables the creation of detailed hand avatars from merely one image. OHTA tackles the inherent difficulties of this data-limited problem by learning and utilizing data-driven hand priors. Specifically, we design a hand prior model initially employed for 1) learning various hand priors with available data and subsequently for 2) the inversion and fitting of the target identity with prior knowledge. OHTA demonstrates the capability to create high-fidelity hand avatars with consistent animatable quality, solely relying on a single image. Furthermore, we illustrate the versatility of OHTA through diverse applications, encompassing text-to-avatar conversion, hand editing, and identity latent space manipulation.
Recently, there have been tremendous efforts in developing lightweight Deep Neural Networks (DNNs) with satisfactory accuracy, which can enable the ubiquitous deployment of DNNs in edge devices. The core challenge of developing compact and efficient DNNs lies in how to balance the competing goals of achieving high accuracy and high efficiency. In this paper we propose two novel types of convolutions, dubbed \emph{Pixel Difference Convolution (PDC) and Binary PDC (Bi-PDC)} which enjoy the following benefits: capturing higher-order local differential information, computationally efficient, and able to be integrated with existing DNNs. With PDC and Bi-PDC, we further present two lightweight deep networks named \emph{Pixel Difference Networks (PiDiNet)} and \emph{Binary PiDiNet (Bi-PiDiNet)} respectively to learn highly efficient yet more accurate representations for visual tasks including edge detection and object recognition. Extensive experiments on popular datasets (BSDS500, ImageNet, LFW, YTF, \emph{etc.}) show that PiDiNet and Bi-PiDiNet achieve the best accuracy-efficiency trade-off. For edge detection, PiDiNet is the first network that can be trained without ImageNet, and can achieve the human-level performance on BSDS500 at 100 FPS and with $<$1M parameters. For object recognition, among existing Binary DNNs, Bi-PiDiNet achieves the best accuracy and a nearly $2\times$ reduction of computational cost on ResNet18. Code available at \href{https://github.com/hellozhuo/pidinet}{https://github.com/hellozhuo/pidinet}.
3D human generation is increasingly significant in various applications. However, the direct use of 2D generative methods in 3D generation often results in significant loss of local details, while methods that reconstruct geometry from generated images struggle with global view consistency. In this work, we introduce Joint2Human, a novel method that leverages 2D diffusion models to generate detailed 3D human geometry directly, ensuring both global structure and local details. To achieve this, we employ the Fourier occupancy field (FOF) representation, enabling the direct production of 3D shapes as preliminary results using 2D generative models. With the proposed high-frequency enhancer and the multi-view recarving strategy, our method can seamlessly integrate the details from different views into a uniform global shape.To better utilize the 3D human prior and enhance control over the generated geometry, we introduce a compact spherical embedding of 3D joints. This allows for effective application of pose guidance during the generation process. Additionally, our method is capable of generating 3D humans guided by textual inputs. Our experimental results demonstrate the capability of our method to ensure global structure, local details, high resolution, and low computational cost, simultaneously. More results and code can be found on our project page at http://cic.tju.edu.cn/faculty/likun/projects/Joint2Human.
We have recently seen tremendous progress in photo-real human modeling and rendering. Yet, efficiently rendering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this paper, we present HiFi4G, an explicit and compact Gaussian-based approach for high-fidelity human performance rendering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking, achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors, with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to enforce subsequent constraints. Then, we utilize a 4D Gaussian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times, with less than 2MB of storage per frame. Extensive experiments demonstrate the effectiveness of our approach, which significantly outperforms existing approaches in terms of optimization speed, rendering quality, and storage overhead.
To bridge the physical and virtual worlds for rapidly developed VR/AR applications, the ability to realistically drive 3D full-body avatars is of great significance. Although real-time body tracking with only the head-mounted displays (HMDs) and hand controllers is heavily under-constrained, a carefully designed end-to-end neural network is of great potential to solve the problem by learning from large-scale motion data. To this end, we propose a two-stage framework that can obtain accurate and smooth full-body motions with the three tracking signals of head and hands only. Our framework explicitly models the joint-level features in the first stage and utilizes them as spatiotemporal tokens for alternating spatial and temporal transformer blocks to capture joint-level correlations in the second stage. Furthermore, we design a set of loss terms to constrain the task of a high degree of freedom, such that we can exploit the potential of our joint-level modeling. With extensive experiments on the AMASS motion dataset and real-captured data, we validate the effectiveness of our designs and show our proposed method can achieve more accurate and smooth motion compared to existing approaches.
This paper proposes a novel module called middle spectrum grouped convolution (MSGC) for efficient deep convolutional neural networks (DCNNs) with the mechanism of grouped convolution. It explores the broad "middle spectrum" area between channel pruning and conventional grouped convolution. Compared with channel pruning, MSGC can retain most of the information from the input feature maps due to the group mechanism; compared with grouped convolution, MSGC benefits from the learnability, the core of channel pruning, for constructing its group topology, leading to better channel division. The middle spectrum area is unfolded along four dimensions: group-wise, layer-wise, sample-wise, and attention-wise, making it possible to reveal more powerful and interpretable structures. As a result, the proposed module acts as a booster that can reduce the computational cost of the host backbones for general image recognition with even improved predictive accuracy. For example, in the experiments on ImageNet dataset for image classification, MSGC can reduce the multiply-accumulates (MACs) of ResNet-18 and ResNet-50 by half but still increase the Top-1 accuracy by more than 1%. With 35% reduction of MACs, MSGC can also increase the Top-1 accuracy of the MobileNetV2 backbone. Results on MS COCO dataset for object detection show similar observations. Our code and trained models are available at https://github.com/hellozhuo/msgc.
Convenient 4D modeling of human-object interactions is essential for numerous applications. However, monocular tracking and rendering of complex interaction scenarios remain challenging. In this paper, we propose Instant-NVR, a neural approach for instant volumetric human-object tracking and rendering using a single RGBD camera. It bridges traditional non-rigid tracking with recent instant radiance field techniques via a multi-thread tracking-rendering mechanism. In the tracking front-end, we adopt a robust human-object capture scheme to provide sufficient motion priors. We further introduce a separated instant neural representation with a novel hybrid deformation module for the interacting scene. We also provide an on-the-fly reconstruction scheme of the dynamic/static radiance fields via efficient motion-prior searching. Moreover, we introduce an online key frame selection scheme and a rendering-aware refinement strategy to significantly improve the appearance details for online novel-view synthesis. Extensive experiments demonstrate the effectiveness and efficiency of our approach for the instant generation of human-object radiance fields on the fly, notably achieving real-time photo-realistic novel view synthesis under complex human-object interactions.
LBP is a successful hand-crafted feature descriptor in computer vision. However, in the deep learning era, deep neural networks, especially convolutional neural networks (CNNs) can automatically learn powerful task-aware features that are more discriminative and of higher representational capacity. To some extent, such hand-crafted features can be safely ignored when designing deep computer vision models. Nevertheless, due to LBP's preferable properties in visual representation learning, an interesting topic has arisen to explore the value of LBP in enhancing modern deep models in terms of efficiency, memory consumption, and predictive performance. In this paper, we provide a comprehensive review on such efforts which aims to incorporate the LBP mechanism into the design of CNN modules to make deep models stronger. In retrospect of what has been achieved so far, the paper discusses open challenges and directions for future research.