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- Please visit our [Homepage](https://caizhongang.com/projects/GTA-Human/) and [Toolbox](https://github.com/caizhongang/gta-human_toolbox/tree/main) for more information.
 
 
 
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- Abstract:
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- Image- and video-based 3D human recovery ( i.e. , pose and shape estimation) have achieved substantial progress.
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- However, due to the prohibitive cost of motion capture, existing datasets are often limited in scale and diversity.
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- In this work, we obtain massive human sequences by playing the video game with automatically annotated 3D ground truths.
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- Specifically, we contribute GTA-Human, a large-scale 3D human dataset generated with the GTA-V game engine, featuring
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- a highly diverse set of subjects, actions, and scenarios. More importantly, we study the use of game-playing data
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- and obtain five major insights. First , game-playing data is surprisingly effective. A simple frame-based baseline
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- trained on GTA-Human outperforms more sophisticated methods by a large margin. For videobased methods, GTA-Human
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- is even on par with the in-domain training set. Second , we discover that synthetic data provides critical complements
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- to the real data that is typically collected indoor. We highlight that our investigation into domain gap provides
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- explanations for our data mixture strategies that are simple yet useful, which offers new insights to the research
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- community. Third , the scale of the dataset matters. The performance boost is closely related to the additional
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- data available. A systematic study on multiple key factors (such as camera angle and body pose) reveals that the
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- model performance is sensitive to data density. Fourth , the effectiveness of GTA-Human is also attributed to the
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- rich collection of strong supervision labels (SMPL parameters), which are otherwise expensive to acquire in real
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- datasets. Fifth , the benefits of synthetic data extend to larger models such as deeper convolutional neural networks
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- (CNNs) and Transformers, for which a significant impact is also observed. We hope our work could pave the way for
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- scaling up 3D human recovery to the real world.
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+ # Playing for 3D Human Recovery (TPAMI 2024)
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+ - [Homepage](https://caizhongang.com/projects/GTA-Human/)
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+ - [Toolbox](https://github.com/caizhongang/gta-human_toolbox/tree/main)
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+ - [Paper](https://arxiv.org/abs/2110.07588)
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+ ## Updates
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+ - [2024-10-02] GTA-Human datasets are now available on HuggingFace!
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+ - [2024-09-19] Release of GTA-Human II Dataset
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+ - [2022-07-08] Release of GTA-Human Dataset on MMHuman3D
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+
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+ ## Datasets
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+
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+ Please click on the dataset name for download links and visualization instructions.
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+
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+ | Features | [GTA-Human](https://caizhongang.com/projects/GTA-Human/gta-human.html) | [GTA-Human II](https://caizhongang.com/projects/GTA-Human/gta-human_v2.html) |
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+ | :------------------------ | :-------: | :-------: |
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+ | Num of Scenes | 20,005 | 10,224 |
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+ | Num of Person Sequences | 20,005 | 35,352 |
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+ | Color Images | Yes | Yes |
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+ | 3D BBox & Point Cloud | No | Yes |
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+ | Parametric Model | SMPL | SMPL-X |
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+ | Num of Persons per Scene | 1 | 1-6 |
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+
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+ ## Citation
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+ ```text
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+ @ARTICLE{10652891,
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+ author={Cai, Zhongang and Zhang, Mingyuan and Ren, Jiawei and Wei, Chen and Ren, Daxuan and Lin, Zhengyu and Zhao, Haiyu and Yang, Lei and Loy, Chen Change and Liu, Ziwei},
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+ journal={IEEE Transactions on Pattern Analysis and Machine Intelligence},
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+ title={Playing for 3D Human Recovery},
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+ year={2024},
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+ volume={},
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+ number={},
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+ pages={1-12},
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+ keywords={Three-dimensional displays;Annotations;Synthetic data;Shape;Training;Parametric statistics;Solid modeling;Human Pose and Shape Estimation;3D Human Recovery;Parametric Humans;Synthetic Data;Dataset},
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+ doi={10.1109/TPAMI.2024.3450537}
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+ }
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+ ```