CVPR 2023 Papers

Conference on Computer Vision and Pattern Recognition

Decision breakdown

2,359papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Poster
    2,13690.5%
  • Other / unlabeled
    2239.5%

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Relational Context Learning for Human-Object Interaction Detection

Sanghyun Kim, Deunsol Jung, Minsu Cho

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Recent state-of-the-art methods for HOI detection typically build on transformer architectures with two decoder branches, one for human-object pair detection and the other for interaction classification. Such disentangled transformers, however, may suffer from insufficient context exchange between the branches and lead to a lack of context information for relational reasoning, which is critical in discovering HOI instances. In this work, we propose the multiplex relation network (MUREN) that performs rich context exchange between three decoder branches using unary, pairwise, and ternary relations of human, object, and interaction tokens. The proposed method learns comprehensive relational contexts for discovering HOI instances, achieving state-of-the-art performance on two standard benchmarks for HOI detection, HICO-DET and V-COCO.

Poster
Probing Sentiment-Oriented Pre-Training Inspired by Human Sentiment Perception Mechanism

Tinglei Feng, Jiaxuan Liu, Jufeng Yang

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Pre-training of deep convolutional neural networks (DCNNs) plays a crucial role in the field of visual sentiment analysis (VSA). Most proposed methods employ the off-the-shelf backbones pre-trained on large-scale object classification datasets (i.e., ImageNet). While it boosts performance for a big margin against initializing model states from random, we argue that DCNNs simply pre-trained on ImageNet may excessively focus on recognizing objects, but failed to provide high-level concepts in terms of sentiment. To address this long-term overlooked problem, we propose a sentiment-oriented pre-training method that is built upon human visual sentiment perception (VSP) mechanism. Specifically, we factorize the process of VSP into three steps, namely stimuli taking, holistic organizing, and high-level perceiving. From imitating each VSP step, a total of three models are separately pre-trained via our devised sentiment-aware tasks that contribute to excavating sentiment-discriminated representations. Moreover, along with our elaborated multi-model amalgamation strategy, the prior knowledge learned from each perception step can be effectively transferred into a single target model, yielding substantial performance gains. Finally, we verify the superiorities of our proposed method over extensive experiments, covering mainstream VSA tasks from single-label learning (SLL), multi-label learning (MLL), to label distribution learning (LDL). Experiment results demonstrate that our proposed method leads to unanimous improvements in these downstream tasks. Our code is released on https://github.com/tinglyfeng/sentiment_pretraining

Poster
PLIKS: A Pseudo-Linear Inverse Kinematic Solver for 3D Human Body Estimation

Karthik Shetty, Annette Birkhold, Srikrishna Jaganathan, Norbert Strobel, Markus Kowarschik, Andreas Maier, Bernhard Egger

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We introduce PLIKS (Pseudo-Linear Inverse Kinematic Solver) for reconstruction of a 3D mesh of the human body from a single 2D image. Current techniques directly regress the shape, pose, and translation of a parametric model from an input image through a non-linear mapping with minimal flexibility to any external influences. We approach the task as a model-in-the-loop optimization problem. PLIKS is built on a linearized formulation of the parametric SMPL model. Using PLIKS, we can analytically reconstruct the human model via 2D pixel-aligned vertices. This enables us with the flexibility to use accurate camera calibration information when available. PLIKS offers an easy way to introduce additional constraints such as shape and translation. We present quantitative evaluations which confirm that PLIKS achieves more accurate reconstruction with greater than 10% improvement compared to other state-of-the-art methods with respect to the standard 3D human pose and shape benchmarks while also obtaining a reconstruction error improvement of 12.9 mm on the newer AGORA dataset.

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Open-Category Human-Object Interaction Pre-Training via Language Modeling Framework

Sipeng Zheng, Boshen Xu, Qin Jin

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Human-object interaction (HOI) has long been plagued by the conflict between limited supervised data and a vast number of possible interaction combinations in real life. Current methods trained from closed-set data predict HOIs as fixed-dimension logits, which restricts their scalability to open-set categories. To address this issue, we introduce OpenCat, a language modeling framework that reformulates HOI prediction as sequence generation. By converting HOI triplets into a token sequence through a serialization scheme, our model is able to exploit the open-set vocabulary of the language modeling framework to predict novel interaction classes with a high degree of freedom. In addition, inspired by the great success of vision-language pre-training, we collect a large amount of weakly-supervised data related to HOI from image-caption pairs, and devise several auxiliary proxy tasks, including soft relational matching and human-object relation prediction, to pre-train our model. Extensive experiments show that our OpenCat significantly boosts HOI performance, particularly on a broad range of rare and unseen categories.

Poster
Normal-Guided Garment UV Prediction for Human Re-Texturing

Yasamin Jafarian, Tuanfeng Y. Wang, Duygu Ceylan, Jimei Yang, Nathan Carr, Yi Zhou, Hyun Soo Park

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Clothes undergo complex geometric deformations, which lead to appearance changes. To edit human videos in a physically plausible way, a texture map must take into account not only the garment transformation induced by the body movements and clothes fitting, but also its 3D fine-grained surface geometry. This poses, however, a new challenge of 3D reconstruction of dynamic clothes from an image or a video. In this paper, we show that it is possible to edit dressed human images and videos without 3D reconstruction. We estimate a geometry aware texture map between the garment region in an image and the texture space, a.k.a, UV map. Our UV map is designed to preserve isometry with respect to the underlying 3D surface by making use of the 3D surface normals predicted from the image. Our approach captures the underlying geometry of the garment in a self-supervised way, requiring no ground truth annotation of UV maps and can be readily extended to predict temporally coherent UV maps. We demonstrate that our method outperforms the state-of-the-art human UV map estimation approaches on both real and synthetic data.

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NeuralDome: A Neural Modeling Pipeline on Multi-View Human-Object Interactions

Juze Zhang, Haimin Luo, Hongdi Yang, Xinru Xu, Qianyang Wu, Ye Shi, Jingyi Yu, Lan Xu, Jingya Wang

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Humans constantly interact with objects in daily life tasks. Capturing such processes and subsequently conducting visual inferences from a fixed viewpoint suffers from occlusions, shape and texture ambiguities, motions, etc. To mitigate the problem, it is essential to build a training dataset that captures free-viewpoint interactions. We construct a dense multi-view dome to acquire a complex human object interaction dataset, named HODome, that consists of 71M frames on 10 subjects interacting with 23 objects. To process the HODome dataset, we develop NeuralDome, a layer-wise neural processing pipeline tailored for multi-view video inputs to conduct accurate tracking, geometry reconstruction and free-view rendering, for both human subjects and objects. Extensive experiments on the HODome dataset demonstrate the effectiveness of NeuralDome on a variety of inference, modeling, and rendering tasks. Both the dataset and the NeuralDome tools will be disseminated to the community for further development, which can be found at https://juzezhang.github.io/NeuralDome

Poster
MonoHuman: Animatable Human Neural Field From Monocular Video

Zhengming Yu, Wei Cheng, Xian Liu, Wayne Wu, Kwan-Yee Lin

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Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frame-independent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods.

Poster
MeMaHand: Exploiting Mesh-Mano Interaction for Single Image Two-Hand Reconstruction

Congyi Wang, Feida Zhu, Shilei Wen

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Existing methods proposed for hand reconstruction tasks usually parameterize a generic 3D hand model or predict hand mesh positions directly. The parametric representations consisting of hand shapes and rotational poses are more stable, while the non-parametric methods can predict more accurate mesh positions. In this paper, we propose to reconstruct meshes and estimate MANO parameters of two hands from a single RGB image simultaneously to utilize the merits of two kinds of hand representations. To fulfill this target, we propose novel Mesh-Mano interaction blocks (MMIBs), which take mesh vertices positions and MANO parameters as two kinds of query tokens. MMIB consists of one graph residual block to aggregate local information and two transformer encoders to model long-range dependencies. The transformer encoders are equipped with different asymmetric attention masks to model the intra-hand and inter-hand attention, respectively. Moreover, we introduce the mesh alignment refinement module to further enhance the mesh-image alignment. Extensive experiments on the InterHand2.6M benchmark demonstrate promising results over the state-of-the-art hand reconstruction methods.

Poster
MIME: Human-Aware 3D Scene Generation

Hongwei Yi, Chun-Hao P. Huang, Shashank Tripathi, Lea Hering, Justus Thies, Michael J. Black

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Generating realistic 3D worlds occupied by moving humans has many applications in games, architecture, and synthetic data creation. But generating such scenes is expensive and labor intensive. Recent work generates human poses and motions given a 3D scene. Here, we take the opposite approach and generate 3D indoor scenes given 3D human motion. Such motions can come from archival motion capture or from IMU sensors worn on the body, effectively turning human movement in a "scanner" of the 3D world. Intuitively, human movement indicates the free-space in a room and human contact indicates surfaces or objects that support activities such as sitting, lying or touching. We propose MIME (Mining Interaction and Movement to infer 3D Environments), which is a generative model of indoor scenes that produces furniture layouts that are consistent with the human movement. MIME uses an auto-regressive transformer architecture that takes the already generated objects in the scene as well as the human motion as input, and outputs the next plausible object. To train MIME, we build a dataset by populating the 3D FRONT scene dataset with 3D humans. Our experiments show that MIME produces more diverse and plausible 3D scenes than a recent generative scene method that does not know about human movement. Code and data will be available for research.

Poster
Listening Human Behavior: 3D Human Pose Estimation With Acoustic Signals

Yuto Shibata, Yutaka Kawashima, Mariko Isogawa, Go Irie, Akisato Kimura, Yoshimitsu Aoki

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Given only acoustic signals without any high-level information, such as voices or sounds of scenes/actions, how much can we infer about the behavior of humans? Unlike existing methods, which suffer from privacy issues because they use signals that include human speech or the sounds of specific actions, we explore how low-level acoustic signals can provide enough clues to estimate 3D human poses by active acoustic sensing with a single pair of microphones and loudspeakers (see Fig. 1). This is a challenging task since sound is much more diffractive than other signals and therefore covers up the shape of objects in a scene. Accordingly, we introduce a framework that encodes multichannel audio features into 3D human poses. Aiming to capture subtle sound changes to reveal detailed pose information, we explicitly extract phase features from the acoustic signals together with typical spectrum features and feed them into our human pose estimation network. Also, we show that reflected or diffracted sounds are easily influenced by subjects' physique differences e.g., height and muscularity, which deteriorates prediction accuracy. We reduce these gaps by using a subject discriminator to improve accuracy. Our experiments suggest that with the use of only low-dimensional acoustic information, our method outperforms baseline methods. The datasets and codes used in this project will be publicly available.

Poster
LightPainter: Interactive Portrait Relighting With Freehand Scribble

Yiqun Mei, He Zhang, Xuaner Zhang, Jianming Zhang, Zhixin Shu, Yilin Wang, Zijun Wei, Shi Yan, HyunJoon Jung, Vishal M. Patel

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Recent portrait relighting methods have achieved realistic results of portrait lighting effects given a desired lighting representation such as an environment map. However, these methods are not intuitive for user interaction and lack precise lighting control. We introduce LightPainter, a scribble-based relighting system that allows users to interactively manipulate portrait lighting effect with ease. This is achieved by two conditional neural networks, a delighting module that recovers geometry and albedo optionally conditioned on skin tone, and a scribble-based module for relighting. To train the relighting module, we propose a novel scribble simulation procedure to mimic real user scribbles, which allows our pipeline to be trained without any human annotations. We demonstrate high-quality and flexible portrait lighting editing capability with both quantitative and qualitative experiments. User study comparisons with commercial lighting editing tools also demonstrate consistent user preference for our method.

Poster
Learning Semantic-Aware Disentangled Representation for Flexible 3D Human Body Editing

Xiaokun Sun, Qiao Feng, Xiongzheng Li, Jinsong Zhang, Yu-Kun Lai, Jingyu Yang, Kun Li

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3D human body representation learning has received increasing attention in recent years. However, existing works cannot flexibly, controllably and accurately represent human bodies, limited by coarse semantics and unsatisfactory representation capability, particularly in the absence of supervised data. In this paper, we propose a human body representation with fine-grained semantics and high reconstruction-accuracy in an unsupervised setting. Specifically, we establish a correspondence between latent vectors and geometric measures of body parts by designing a part-aware skeleton-separated decoupling strategy, which facilitates controllable editing of human bodies by modifying the corresponding latent codes. With the help of a bone-guided auto-encoder and an orientation-adaptive weighting strategy, our representation can be trained in an unsupervised manner. With the geometrically meaningful latent space, it can be applied to a wide range of applications, from human body editing to latent code interpolation and shape style transfer. Experimental results on public datasets demonstrate the accurate reconstruction and flexible editing abilities of the proposed method. The code will be available at http://cic.tju.edu.cn/faculty/likun/projects/SemanticHuman.

Poster
Learning Human-to-Robot Handovers From Point Clouds

Sammy Christen, Wei Yang, Claudia Pérez-D’Arpino, Otmar Hilliges, Dieter Fox, Yu-Wei Chao

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We propose the first framework to learn control policies for vision-based human-to-robot handovers, a critical task for human-robot interaction. While research in Embodied AI has made significant progress in training robot agents in simulated environments, interacting with humans remains challenging due to the difficulties of simulating humans. Fortunately, recent research has developed realistic simulated environments for human-to-robot handovers. Leveraging this result, we introduce a method that is trained with a human-in-the-loop via a two-stage teacher-student framework that uses motion and grasp planning, reinforcement learning, and self-supervision. We show significant performance gains over baselines on a simulation benchmark, sim-to-sim transfer and sim-to-real transfer.

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Learning Human Mesh Recovery in 3D Scenes

Zehong Shen, Zhi Cen, Sida Peng, Qing Shuai, Hujun Bao, Xiaowei Zhou

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We present a novel method for recovering the absolute pose and shape of a human in a pre-scanned scene given a single image. Unlike previous methods that perform sceneaware mesh optimization, we propose to first estimate absolute position and dense scene contacts with a sparse 3D CNN, and later enhance a pretrained human mesh recovery network by cross-attention with the derived 3D scene cues. Joint learning on images and scene geometry enables our method to reduce the ambiguity caused by depth and occlusion, resulting in more reasonable global postures and contacts. Encoding scene-aware cues in the network also allows the proposed method to be optimization-free, and opens up the opportunity for real-time applications. The experiments show that the proposed network is capable of recovering accurate and physically-plausible meshes by a single forward pass and outperforms state-of-the-art methods in terms of both accuracy and speed. Code is available on our project page: https://zju3dv.github.io/sahmr/.

Poster
Learning Analytical Posterior Probability for Human Mesh Recovery

Qi Fang, kang chen, Yinghui Fan, Qing Shuai, Jiefeng Li, Weidong Zhang

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Despite various probabilistic methods for modeling the uncertainty and ambiguity in human mesh recovery, their overall precision is limited because existing formulations for joint rotations are either not constrained to SO(3) or difficult to learn for neural networks. To address such an issue, we derive a novel analytical formulation for learning posterior probability distributions of human joint rotations conditioned on bone directions in a Bayesian manner, and based on this, we propose a new posterior-guided framework for human mesh recovery. We demonstrate that our framework is not only superior to existing SOTA baselines on multiple benchmarks but also flexible enough to seamlessly incorporate with additional sensors due to its Bayesian nature. The code is available at https://github.com/NetEase-GameAI/ProPose.

Poster
Instant-NVR: Instant Neural Volumetric Rendering for Human-Object Interactions From Monocular RGBD Stream

Yuheng Jiang, Kaixin Yao, Zhuo Su, Zhehao Shen, Haimin Luo, Lan Xu

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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.

Poster
Humans As Light Bulbs: 3D Human Reconstruction From Thermal Reflection

Ruoshi Liu, Carl Vondrick

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The relatively hot temperature of the human body causes people to turn into long-wave infrared light sources. Since this emitted light has a larger wavelength than visible light, many surfaces in typical scenes act as infrared mirrors with strong specular reflections. We exploit the thermal reflections of a person onto objects in order to locate their position and reconstruct their pose, even if they are not visible to a normal camera. We propose an analysis-by-synthesis framework that jointly models the objects, people, and their thermal reflections, which allows us to combine generative models with differentiable rendering of reflections. Quantitative and qualitative experiments show our approach works in highly challenging cases, such as with curved mirrors or when the person is completely unseen by a normal camera.

Poster
HumanGen: Generating Human Radiance Fields With Explicit Priors

Suyi Jiang, Haoran Jiang, Ziyu Wang, Haimin Luo, Wenzheng Chen, Lan Xu

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Recent years have witnessed the tremendous progress of 3D GANs for generating view-consistent radiance fields with photo-realism. Yet, high-quality generation of human radiance fields remains challenging, partially due to the limited human-related priors adopted in existing methods. We present HumanGen, a novel 3D human generation scheme with detailed geometry and 360deg realistic free-view rendering. It explicitly marries the 3D human generation with various priors from the 2D generator and 3D reconstructor of humans through the design of "anchor image". We introduce a hybrid feature representation using the anchor image to bridge the latent space of HumanGen with the existing 2D generator. We then adopt a pronged design to disentangle the generation of geometry and appearance. With the aid of the anchor image, we adapt a 3D reconstructor for fine-grained details synthesis and propose a two-stage blending scheme to boost appearance generation. Extensive experiments demonstrate our effectiveness for state-of-the-art 3D human generation regarding geometry details, texture quality, and free-view performance. Notably, HumanGen can also incorporate various off-the-shelf 2D latent editing methods, seamlessly lifting them into 3D.

Poster
HumanBench: Towards General Human-Centric Perception With Projector Assisted Pretraining

Shixiang Tang, Cheng Chen, Qingsong Xie, Meilin Chen, Yizhou Wang, Yuanzheng Ci, Lei Bai, Feng Zhu, Haiyang Yang, Li Yi, Rui Zhao, Wanli Ouyang

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Human-centric perceptions include a variety of vision tasks, which have widespread industrial applications, including surveillance, autonomous driving, and the metaverse. It is desirable to have a general pretrain model for versatile human-centric downstream tasks. This paper forges ahead along this path from the aspects of both benchmark and pretraining methods. Specifically, we propose a HumanBench based on existing datasets to comprehensively evaluate on the common ground the generalization abilities of different pretraining methods on 19 datasets from 6 diverse downstream tasks, including person ReID, pose estimation, human parsing, pedestrian attribute recognition, pedestrian detection, and crowd counting. To learn both coarse-grained and fine-grained knowledge in human bodies, we further propose a Projector AssisTed Hierarchical pretraining method (PATH) to learn diverse knowledge at different granularity levels. Comprehensive evaluations on HumanBench show that our PATH achieves new state-of-the-art results on 17 downstream datasets and on-par results on the other 2 datasets. The code will be publicly at https://github.com/OpenGVLab/HumanBench.

Poster