OpenRaiser/Intern-Atlas huggingface dataset:
EgoBody: Human Body Shape and Motion of Interacting People from Head-Mounted Devices
Venue: Conference ECCV 2022
Year: 2022

Understanding social interactions from egocentric views is crucial for many applications, ranging from assistive robotics to AR/VR. Key to reasoning about interactions is to understand the body pose and motion of the interaction partner from the egocentric view. However, research in this area is severely hindered by the lack of datasets. Existing datasets are limited in terms of either size, capture/annotation modalities, ground-truth quality, or interaction diversity. We fill this gap by proposing EgoBody, a novel large-scale dataset for human pose, shape and motion estimation from egocentric views, during interactions in complex 3D scenes. We employ Microsoft HoloLens2 headsets to record rich egocentric data streams (including RGB, depth, eye gaze, head and hand tracking). To obtain accurate 3D ground truth, we calibrate the headset with a multi-Kinect rig and fit expressive SMPL-X body meshes to multi-view RGB-D frames, reconstructing 3D human shapes and poses relative to the scene, over time. We collect 125 sequences, spanning diverse interaction scenarios, and propose the first benchmark for 3D full-body pose and shape estimation of the social partner from egocentric views. We extensively evaluate state-of-the-art methods, highlight their limitations in the egocentric scenario, and address such limitations leveraging our high-quality annotations. Data and code are available at https://sanweiliti.github.io/egobody/egobody.html.
Grasp’D: Differentiable Contact-Rich Grasp Synthesis for Multi-Fingered Hands
Venue: Conference ECCV 2022
Year: 2022

The study of hand-object interaction requires generating viable grasp poses for high-dimensional multi-finger models, often relying on analytic grasp synthesis which tends to produce brittle and unnatural results. This paper presents Grasp'D, an approach for grasp synthesis with a differentiable contact simulation from both known models as well as visual inputs. We use gradient-based methods as an alternative to sampling-based grasp synthesis, which fails without simplifying assumptions, such as pre-specified contact locations and eigengrasps. Such assumptions limit grasp discovery and, in particular, exclude high-contact power grasps. In contrast, our simulation-based approach allows for stable, efficient, physically realistic, high-contact grasp synthesis, even for gripper morphologies with high-degrees of freedom. We identify and address challenges in making grasp simulation amenable to gradient-based optimization, such as non-smooth object surface geometry, contact sparsity, and a rugged optimization landscape. Grasp'D compares favorably to analytic grasp synthesis on human and robotic hand models, and resultant grasps achieve over 4x denser contact, leading to significantly higher grasp stability. Video and code available at https://graspd-eccv22.github.io/.
AutoAvatar: Autoregressive Neural Fields for Dynamic Avatar Modeling
Venue: Conference ECCV 2022
Year: 2022

Neural fields such as implicit surfaces have recently enabled avatar modeling from raw scans without explicit temporal correspondences. In this work, we exploit autoregressive modeling to further extend this notion to capture dynamic effects, such as soft-tissue deformations. Although autoregressive models are naturally capable of handling dynamics, it is non-trivial to apply them to implicit representations, as explicit state decoding is infeasible due to prohibitive memory requirements. In this work, for the first time, we enable autoregressive modeling of implicit avatars. To reduce the memory bottleneck and efficiently model dynamic implicit surfaces, we introduce the notion of articulated observer points, which relate implicit states to the explicit surface of a parametric human body model. We demonstrate that encoding implicit surfaces as a set of height fields defined on articulated observer points leads to significantly better generalization compared to a latent representation. The experiments show that our approach outperforms the state of the art, achieving plausible dynamic deformations even for unseen motions. https://zqbai-jeremy.github.io/autoavatar
SAGA: Stochastic Whole-Body Grasping with Contact
Venue: Conference ECCV 2022
Year: 2022

The synthesis of human grasping has numerous applications including AR/VR, video games and robotics. While methods have been proposed to generate realistic hand-object interaction for object grasping and manipulation, these typically only consider interacting hand alone. Our goal is to synthesize whole-body grasping motions. Starting from an arbitrary initial pose, we aim to generate diverse and natural whole-body human motions to approach and grasp a target object in 3D space. This task is challenging as it requires modeling both whole-body dynamics and dexterous finger movements. To this end, we propose SAGA (StochAstic whole-body Grasping with contAct), a framework which consists of two key components: (a) Static whole-body grasping pose generation. Specifically, we propose a multi-task generative model, to jointly learn static whole-body grasping poses and human-object contacts. (b) Grasping motion infilling. Given an initial pose and the generated whole-body grasping pose as the start and end of the motion respectively, we design a novel contact-aware generative motion infilling module to generate a diverse set of grasp-oriented motions. We demonstrate the effectiveness of our method, which is a novel generative framework to synthesize realistic and expressive whole-body motions that approach and grasp randomly placed unseen objects. Code and models are available at https://jiahaoplus.github.io/SAGA/saga.html.
Neural Capture of Animatable 3D Human from Monocular Video
Venue: Conference ECCV 2022
Year: 2022

We present a novel paradigm of building an animatable 3D human representation from a monocular video input, such that it can be rendered in any unseen poses and views. Our method is based on a dynamic Neural Radiance Field (NeRF) rigged by a mesh-based parametric 3D human model serving as a geometry proxy. Previous methods usually rely on multi-view videos or accurate 3D geometry information as additional inputs; besides, most methods suffer from degraded quality when generalized to unseen poses. We identify that the key to generalization is a good input embedding for querying dynamic NeRF: A good input embedding should define an injective mapping in the full volumetric space, guided by surface mesh deformation under pose variation. Based on this observation, we propose to embed the input query with its relationship to local surface regions spanned by a set of geodesic nearest neighbors on mesh vertices. By including both position and relative distance information, our embedding defines a distance-preserved deformation mapping and generalizes well to unseen poses. To reduce the dependency on additional inputs, we first initialize per-frame 3D meshes using off-the-shelf tools and then propose a pipeline to jointly optimize NeRF and refine the initial mesh. Extensive experiments show our method can synthesize plausible human rendering results under unseen poses and views.
Compositional Human-Scene Interaction Synthesis with Semantic Control
Venue: Conference ECCV 2022
Year: 2022

Synthesizing natural interactions between virtual humans and their 3D environments is critical for numerous applications, such as computer games and AR/VR experiences. Our goal is to synthesize humans interacting with a given 3D scene controlled by high-level semantic specifications as pairs of action categories and object instances, e.g., "sit on the chair". The key challenge of incorporating interaction semantics into the generation framework is to learn a joint representation that effectively captures heterogeneous information, including human body articulation, 3D object geometry, and the intent of the interaction. To address this challenge, we design a novel transformer-based generative model, in which the articulated 3D human body surface points and 3D objects are jointly encoded in a unified latent space, and the semantics of the interaction between the human and objects are embedded via positional encoding. Furthermore, inspired by the compositional nature of interactions that humans can simultaneously interact with multiple objects, we define interaction semantics as the composition of varying numbers of atomic action-object pairs. Our proposed generative model can naturally incorporate varying numbers of atomic interactions, which enables synthesizing compositional human-scene interactions without requiring composite interaction data. We extend the PROX dataset with interaction semantic labels and scene instance segmentation to evaluate our method and demonstrate that our method can generate realistic human-scene interactions with semantic control. Our perceptual study shows that our synthesized virtual humans can naturally interact with 3D scenes, considerably outperforming existing methods. We name our method COINS, for COmpositional INteraction Synthesis with Semantic Control. Code and data are available at https://github.com/zkf1997/COINS.
PressureVision: Estimating Hand Pressure from a Single RGB Image
Venue: Conference ECCV 2022
Year: 2022

People often interact with their surroundings by applying pressure with their hands. While hand pressure can be measured by placing pressure sensors between the hand and the environment, doing so can alter contact mechanics, interfere with human tactile perception, require costly sensors, and scale poorly to large environments. We explore the possibility of using a conventional RGB camera to infer hand pressure, enabling machine perception of hand pressure from uninstrumented hands and surfaces. The central insight is that the application of pressure by a hand results in informative appearance changes. Hands share biomechanical properties that result in similar observable phenomena, such as soft-tissue deformation, blood distribution, hand pose, and cast shadows. We collected videos of 36 participants with diverse skin tone applying pressure to an instrumented planar surface. We then trained a deep model (PressureVisionNet) to infer a pressure image from a single RGB image. Our model infers pressure for participants outside of the training data and outperforms baselines. We also show that the output of our model depends on the appearance of the hand and cast shadows near contact regions. Overall, our results suggest the appearance of a previously unobserved human hand can be used to accurately infer applied pressure. Data, code, and models are available online.
DProST: Dynamic Projective Spatial Transformer Network for 6D Pose Estimation
Venue: Conference ECCV 2022
Year: 2022

Predicting the object's 6D pose from a single RGB image is a fundamental computer vision task. Generally, the distance between transformed object vertices is employed as an objective function for pose estimation methods. However, projective geometry in the camera space is not considered in those methods and causes performance degradation. In this regard, we propose a new pose estimation system based on a projective grid instead of object vertices. Our pose estimation method, dynamic projective spatial transformer network (DProST), localizes the region of interest grid on the rays in camera space and transforms the grid to object space by estimated pose. The transformed grid is used as both a sampling grid and a new criterion of the estimated pose. Additionally, because DProST does not require object vertices, our method can be used in a mesh-less setting by replacing the mesh with a reconstructed feature. Experimental results show that mesh-less DProST outperforms the state-of-the-art mesh-based methods on the LINEMOD and LINEMOD-OCCLUSION dataset, and shows competitive performance on the YCBV dataset with mesh data. The source code is available at https://github.com/parkjaewoo0611/DProST
3D Interacting Hand Pose Estimation by Hand De-Occlusion and Removal
Venue: Conference ECCV 2022
Year: 2022

Estimating 3D interacting hand pose from a single RGB image is essential for understanding human actions. Unlike most previous works that directly predict the 3D poses of two interacting hands simultaneously, we propose to decompose the challenging interacting hand pose estimation task and estimate the pose of each hand separately. In this way, it is straightforward to take advantage of the latest research progress on the single-hand pose estimation system. However, hand pose estimation in interacting scenarios is very challenging, due to (1) severe hand-hand occlusion and (2) ambiguity caused by the homogeneous appearance of hands. To tackle these two challenges, we propose a novel Hand De-occlusion and Removal (HDR) framework to perform hand de-occlusion and distractor removal. We also propose the first large-scale synthetic amodal hand dataset, termed Amodal InterHand Dataset (AIH), to facilitate model training and promote the development of the related research. Experiments show that the proposed method significantly outperforms previous state-of-the-art interacting hand pose estimation approaches. Codes and data are available at https://github.com/MengHao666/HDR.
Pose for Everything: Towards Category-Agnostic Pose Estimation
Venue: Conference ECCV 2022
Year: 2022

Existing works on 2D pose estimation mainly focus on a certain category, e.g. human, animal, and vehicle. However, there are lots of application scenarios that require detecting the poses/keypoints of the unseen class of objects. In this paper, we introduce the task of Category-Agnostic Pose Estimation (CAPE), which aims to create a pose estimation model capable of detecting the pose of any class of object given only a few samples with keypoint definition. To achieve this goal, we formulate the pose estimation problem as a keypoint matching problem and design a novel CAPE framework, termed POse Matching Network (POMNet). A transformer-based Keypoint Interaction Module (KIM) is proposed to capture both the interactions among different keypoints and the relationship between the support and query images. We also introduce Multi-category Pose (MP-100) dataset, which is a 2D pose dataset of 100 object categories containing over 20K instances and is well-designed for developing CAPE algorithms. Experiments show that our method outperforms other baseline approaches by a large margin. Codes and data are available at https://github.com/luminxu/Pose-for-Everything.
PoseGPT: Quantization-Based 3D Human Motion Generation and Forecasting
Venue: Conference ECCV 2022
Year: 2022

We address the problem of action-conditioned generation of human motion sequences. Existing work falls into two categories: forecast models conditioned on observed past motions, or generative models conditioned on action labels and duration only. In contrast, we generate motion conditioned on observations of arbitrary length, including none. To solve this generalized problem, we propose PoseGPT, an auto-regressive transformer-based approach which internally compresses human motion into quantized latent sequences. An auto-encoder first maps human motion to latent index sequences in a discrete space, and vice-versa. Inspired by the Generative Pretrained Transformer (GPT), we propose to train a GPT-like model for next-index prediction in that space; this allows PoseGPT to output distributions on possible futures, with or without conditioning on past motion. The discrete and compressed nature of the latent space allows the GPT-like model to focus on long-range signal, as it removes low-level redundancy in the input signal. Predicting discrete indices also alleviates the common pitfall of predicting averaged poses, a typical failure case when regressing continuous values, as the average of discrete targets is not a target itself. Our experimental results show that our proposed approach achieves state-of-the-art results on HumanAct12, a standard but small scale dataset, as well as on BABEL, a recent large scale MoCap dataset, and on GRAB, a human-object interactions dataset.
DH-AUG: DH Forward Kinematics Model Driven Augmentation for 3D Human Pose Estimation
Venue: Conference ECCV 2022
Year: 2022

Due to the lack of diversity of datasets, the generalization ability of the pose estimator is poor. To solve this problem, we propose a pose augmentation solution via DH forward kinematics model, which we call DH-AUG. We observe that the previous work is all based on single-frame pose augmentation, if it is directly applied to video pose estimator, there will be several previously ignored problems: (i) angle ambiguity in bone rotation (multiple solutions); (ii) the generated skeleton video lacks movement continuity. To solve these problems, we propose a special generator based on DH forward kinematics model, which is called DH-generator. Extensive experiments demonstrate that DH-AUG can greatly increase the generalization ability of the video pose estimator. In addition, when applied to a single-frame 3D pose estimator, our method outperforms the previous best pose augmentation method. The source code has been released at https://github.com/hlz0606/DH-AUG-DH-Forward-Kinematics-Model-Driven-Augmentation-for-3D-Human-Pose-Estimation.
Semantic-Sparse Colorization Network for Deep Exemplar-Based Colorization
Venue: Conference ECCV 2022
Year: 2022

Exemplar-based colorization approaches rely on reference image to provide plausible colors for target gray-scale image. The key and difficulty of exemplar-based colorization is to establish an accurate correspondence between these two images. Previous approaches have attempted to construct such a correspondence but are faced with two obstacles. First, using luminance channels for the calculation of correspondence is inaccurate. Second, the dense correspondence they built introduces wrong matching results and increases the computation burden. To address these two problems, we propose Semantic-Sparse Colorization Network (SSCN) to transfer both the global image style and detailed semantic-related colors to the gray-scale image in a coarse-to-fine manner. Our network can perfectly balance the global and local colors while alleviating the ambiguous matching problem. Experiments show that our method outperforms existing methods in both quantitative and qualitative evaluation and achieves state-of-the-art performance.
FAST-VQA: Efficient End-to-End Video Quality Assessment with Fragment Sampling
Venue: Conference ECCV 2022
Year: 2022

Current deep video quality assessment (VQA) methods are usually with high computational costs when evaluating high-resolution videos. This cost hinders them from learning better video-quality-related representations via end-to-end training. Existing approaches typically consider naive sampling to reduce the computational cost, such as resizing and cropping. However, they obviously corrupt quality-related information in videos and are thus not optimal for learning good representations for VQA. Therefore, there is an eager need to design a new quality-retained sampling scheme for VQA. In this paper, we propose Grid Mini-patch Sampling (GMS), which allows consideration of local quality by sampling patches at their raw resolution and covers global quality with contextual relations via mini-patches sampled in uniform grids. These mini-patches are spliced and aligned temporally, named as fragments. We further build the Fragment Attention Network (FANet) specially designed to accommodate fragments as inputs. Consisting of fragments and FANet, the proposed FrAgment Sample Transformer for VQA (FAST-VQA) enables efficient end-to-end deep VQA and learns effective video-quality-related representations. It improves state-of-the-art accuracy by around 10% while reducing 99.5% FLOPs on 1080P high-resolution videos. The newly learned video-quality-related representations can also be transferred into smaller VQA datasets, boosting performance in these scenarios. Extensive experiments show that FAST-VQA has good performance on inputs of various resolutions while retaining high efficiency. We publish our code at https://github.com/timothyhtimothy/FAST-VQA.
Physically-Based Editing of Indoor Scene Lighting from a Single Image
Venue: Conference ECCV 2022
Year: 2022

We present a method to edit complex indoor lighting from a single image with its predicted depth and light source segmentation masks. This is an extremely challenging problem that requires modeling complex light transport, and disentangling HDR lighting from material and geometry with only a partial LDR observation of the scene. We tackle this problem using two novel components: 1) a holistic scene reconstruction method that estimates scene reflectance and parametric 3D lighting, and 2) a neural rendering framework that re-renders the scene from our predictions. We use physically-based indoor light representations that allow for intuitive editing, and infer both visible and invisible light sources. Our neural rendering framework combines physically-based direct illumination and shadow rendering with deep networks to approximate global illumination. It can capture challenging lighting effects, such as soft shadows, directional lighting, specular materials, and interreflections. Previous single image inverse rendering methods usually entangle scene lighting and geometry and only support applications like object insertion. Instead, by combining parametric 3D lighting estimation with neural scene rendering, we demonstrate the first automatic method to achieve full scene relighting, including light source insertion, removal, and replacement, from a single image. All source code and data will be publicly released.
MPIB: An MPI-Based Bokeh Rendering Framework for Realistic Partial Occlusion Effects
Venue: Conference ECCV 2022
Year: 2022

Partial occlusion effects are a phenomenon that blurry objects near a camera are semi-transparent, resulting in partial appearance of occluded background. However, it is challenging for existing bokeh rendering methods to simulate realistic partial occlusion effects due to the missing information of the occluded area in an all-in-focus image. Inspired by the learnable 3D scene representation, Multiplane Image (MPI), we attempt to address the partial occlusion by introducing a novel MPI-based high-resolution bokeh rendering framework, termed MPIB. To this end, we first present an analysis on how to apply the MPI representation to bokeh rendering. Based on this analysis, we propose an MPI representation module combined with a background inpainting module to implement high-resolution scene representation. This representation can then be reused to render various bokeh effects according to the controlling parameters. To train and test our model, we also design a ray-tracing-based bokeh generator for data generation. Extensive experiments on synthesized and real-world images validate the effectiveness and flexibility of this framework.