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Humanoid Control
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One-Stage 3D Whole-Body Mesh Recovery With Component Aware Transformer
Jing Lin, Ailing Zeng, Haoqian Wang, Lei Zhang, Yu Li
Whole-body mesh recovery aims to estimate the 3D human body, face, and hands parameters from a single image. It is challenging to perform this task with a single network due to resolution issues, i.e., the face and hands are usually located in extremely small regions. Existing works usually detect hands and faces, enlarge their resolution to feed in a specific network to predict the parameter, and finally fuse the results. While this copy-paste pipeline can capture the fine-grained details of the face and hands, the connections between different parts cannot be easily recovered in late fusion, leading to implausible 3D rotation and unnatural pose. In this work, we propose a one-stage pipeline for expressive whole-body mesh recovery, named OSX, without separate networks for each part. Specifically, we design a Component Aware Transformer (CAT) composed of a global body encoder and a local face/hand decoder. The encoder predicts the body parameters and provides a high-quality feature map for the decoder, which performs a feature-level upsample-crop scheme to extract high-resolution part-specific features and adopt keypoint-guided deformable attention to estimate hand and face precisely. The whole pipeline is simple yet effective without any manual post-processing and naturally avoids implausible prediction. Comprehensive experiments demonstrate the effectiveness of OSX. Lastly, we build a large-scale Upper-Body dataset (UBody) with high-quality 2D and 3D whole-body annotations. It contains persons with partially visible bodies in diverse real-life scenarios to bridge the gap between the basic task and downstream applications.
Neural Volumetric Memory for Visual Locomotion Control
Ruihan Yang, Ge Yang, Xiaolong Wang
Legged robots have the potential to expand the reach of autonomy beyond paved roads. In this work, we consider the difficult problem of locomotion on challenging terrains using a single forward-facing depth camera. Due to the partial observability of the problem, the robot has to rely on past observations to infer the terrain currently beneath it. To solve this problem, we follow the paradigm in computer vision that explicitly models the 3D geometry of the scene and propose Neural Volumetric Memory (NVM), a geometric memory architecture that explicitly accounts for the SE(3) equivariance of the 3D world. NVM aggregates feature volumes from multiple camera views by first bringing them back to the ego-centric frame of the robot. We test the learned visual-locomotion policy on a physical robot and show that our approach, learning legged locomotion with neural volumetric memory, produces performance gains over prior works on challenging terrains. We include ablation studies and show that the representations stored in the neural volumetric memory capture sufficient geometric information to reconstruct the scene. Our project page with videos is https://rchalyang.github.io/NVM/
Neural Koopman Pooling: Control-Inspired Temporal Dynamics Encoding for Skeleton-Based Action Recognition
Xinghan Wang, Xin Xu, Yadong Mu
Skeleton-based human action recognition is becoming increasingly important in a variety of fields. Most existing works train a CNN or GCN based backbone to extract spatial-temporal features, and use temporal average/max pooling to aggregate the information. However, these pooling methods fail to capture high-order dynamics information. To address the problem, we propose a plug-and-play module called Koopman pooling, which is a parameterized high-order pooling technique based on Koopman theory. The Koopman operator linearizes a non-linear dynamics system, thus providing a way to represent the complex system through the dynamics matrix, which can be used for classification. We also propose an eigenvalue normalization method to encourage the learned dynamics to be non-decaying and stable. Besides, we also show that our Koopman pooling framework can be easily extended to one-shot action recognition when combined with Dynamic Mode Decomposition. The proposed method is evaluated on three benchmark datasets, namely NTU RGB+D 60, 120 and NW-UCLA. Our experiments clearly demonstrate that Koopman pooling significantly improves the performance under both full-dataset and one-shot settings.
Learning Personalized High Quality Volumetric Head Avatars From Monocular RGB Videos
Ziqian Bai, Feitong Tan, Zeng Huang, Kripasindhu Sarkar, Danhang Tang, Di Qiu, Abhimitra Meka, Ruofei Du, Mingsong Dou, Sergio Orts-Escolano, Rohit Pandey, Ping Tan, Thabo Beeler, Sean Fanello, Yinda Zhang
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism. To reduce over-smoothing and improve out-of-model expressions synthesis, we propose to predict local features anchored on the 3DMM geometry. These learnt features are driven by 3DMM deformation and interpolated in 3D space to yield the volumetric radiance at a designated query point. We further show that using a Convolutional Neural Network in the UV space is critical in incorporating spatial context and producing representative local features. Extensive experiments show that we are able to reconstruct high-quality avatars, with more accurate expression-dependent details, good generalization to out-of-training expressions, and quantitatively superior renderings compared to other state-of-the-art approaches.
Fresnel Microfacet BRDF: Unification of Polari-Radiometric Surface-Body Reflection
Tomoki Ichikawa, Yoshiki Fukao, Shohei Nobuhara, Ko Nishino
Computer vision applications have heavily relied on the linear combination of Lambertian diffuse and microfacet specular reflection models for representing reflected radiance, which turns out to be physically incompatible and limited in applicability. In this paper, we derive a novel analytical reflectance model, which we refer to as Fresnel Microfacet BRDF model, that is physically accurate and generalizes to various real-world surfaces. Our key idea is to model the Fresnel reflection and transmission of the surface microgeometry with a collection of oriented mirror facets, both for body and surface reflections. We carefully derive the Fresnel reflection and transmission for each microfacet as well as the light transport between them in the subsurface. This physically-grounded modeling also allows us to express the polarimetric behavior of reflected light in addition to its radiometric behavior. That is, FMBRDF unifies not only body and surface reflections but also light reflection in radiometry and polarization and represents them in a single model. Experimental results demonstrate its effectiveness in accuracy, expressive power, image-based estimation, and geometry recovery.
FLEX: Full-Body Grasping Without Full-Body Grasps
Purva Tendulkar, Dídac Surís, Carl Vondrick
Synthesizing 3D human avatars interacting realistically with a scene is an important problem with applications in AR/VR, video games, and robotics. Towards this goal, we address the task of generating a virtual human -- hands and full body -- grasping everyday objects. Existing methods approach this problem by collecting a 3D dataset of humans interacting with objects and training on this data. However, 1) these methods do not generalize to different object positions and orientations or to the presence of furniture in the scene, and 2) the diversity of their generated full-body poses is very limited. In this work, we address all the above challenges to generate realistic, diverse full-body grasps in everyday scenes without requiring any 3D full-body grasping data. Our key insight is to leverage the existence of both full-body pose and hand-grasping priors, composing them using 3D geometrical constraints to obtain full-body grasps. We empirically validate that these constraints can generate a variety of feasible human grasps that are superior to baselines both quantitatively and qualitatively.
Ego-Body Pose Estimation via Ego-Head Pose Estimation
Jiaman Li, Karen Liu, Jiajun Wu
Estimating 3D human motion from an egocentric video sequence plays a critical role in human behavior understanding and has various applications in VR/AR. However, naively learning a mapping between egocentric videos and human motions is challenging, because the user's body is often unobserved by the front-facing camera placed on the head of the user. In addition, collecting large-scale, high-quality datasets with paired egocentric videos and 3D human motions requires accurate motion capture devices, which often limit the variety of scenes in the videos to lab-like environments. To eliminate the need for paired egocentric video and human motions, we propose a new method, Ego-Body Pose Estimation via Ego-Head Pose Estimation (EgoEgo), which decomposes the problem into two stages, connected by the head motion as an intermediate representation. EgoEgo first integrates SLAM and a learning approach to estimate accurate head motion. Subsequently, leveraging the estimated head pose as input, EgoEgo utilizes conditional diffusion to generate multiple plausible full-body motions. This disentanglement of head and body pose eliminates the need for training datasets with paired egocentric videos and 3D human motion, enabling us to leverage large-scale egocentric video datasets and motion capture datasets separately. Moreover, for systematic benchmarking, we develop a synthetic dataset, AMASS-Replica-Ego-Syn (ARES), with paired egocentric videos and human motion. On both ARES and real data, our EgoEgo model performs significantly better than the current state-of-the-art methods.
EC2: Emergent Communication for Embodied Control
Yao Mu, Shunyu Yao, Mingyu Ding, Ping Luo, Chuang Gan
Embodied control requires agents to leverage multi-modal pre-training to quickly learn how to act in new environments, where video demonstrations contain visual and motion details needed for low-level perception and control, and language instructions support generalization with abstract, symbolic structures. While recent approaches apply contrastive learning to force alignment between the two modalities, we hypothesize better modeling their complementary differences can lead to more holistic representations for downstream adaption. To this end, we propose Emergent Communication for Embodied Control (EC^2), a novel scheme to pre-train video-language representations for few-shot embodied control. The key idea is to learn an unsupervised "language" of videos via emergent communication, which bridges the semantics of video details and structures of natural language. We learn embodied representations of video trajectories, emergent language, and natural language using a language model, which is then used to finetune a lightweight policy network for downstream control. Through extensive experiments in Metaworld and Franka Kitchen embodied benchmarks, EC^2 is shown to consistently outperform previous contrastive learning methods for both videos and texts as task inputs. Further ablations confirm the importance of the emergent language, which is beneficial for both video and language learning, and significantly superior to using pre-trained video captions. We also present a quantitative and qualitative analysis of the emergent language and discuss future directions toward better understanding and leveraging emergent communication in embodied tasks.
DC2: Dual-Camera Defocus Control by Learning To Refocus
Hadi Alzayer, Abdullah Abuolaim, Leung Chun Chan, Yang Yang, Ying Chen Lou, Jia-Bin Huang, Abhishek Kar
Smartphone cameras today are increasingly approaching the versatility and quality of professional cameras through a combination of hardware and software advancements. However, fixed aperture remains a key limitation, preventing users from controlling the depth of field (DoF) of captured images. At the same time, many smartphones now have multiple cameras with different fixed apertures - specifically, an ultra-wide camera with wider field of view and deeper DoF and a higher resolution primary camera with shallower DoF. In this work, we propose DC^2, a system for defocus control for synthetically varying camera aperture, focus distance and arbitrary defocus effects by fusing information from such a dual-camera system. Our key insight is to leverage real-world smartphone camera dataset by using image refocus as a proxy task for learning to control defocus. Quantitative and qualitative evaluations on real-world data demonstrate our system's efficacy where we outperform state-of-the-art on defocus deblurring, bokeh rendering, and image refocus. Finally, we demonstrate creative post-capture defocus control enabled by our method, including tilt-shift and content-based defocus effects.