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%

Browse all papers

Category Query Learning for Human-Object Interaction Classification

Chi Xie, Fangao Zeng, Yue Hu, Shuang Liang, Yichen Wei

Expand abstract

Unlike most previous HOI methods that focus on learning better human-object features, we propose a novel and complementary approach called category query learning. Such queries are explicitly associated to interaction categories, converted to image specific category representation via a transformer decoder, and learnt via an auxiliary image-level classification task. This idea is motivated by an earlier multi-label image classification method, but is for the first time applied for the challenging human-object interaction classification task. Our method is simple, general and effective. It is validated on three representative HOI baselines and achieves new state-of-the-art results on two benchmarks.

Poster
CLOTH4D: A Dataset for Clothed Human Reconstruction

Xingxing Zou, Xintong Han, Waikeung Wong

Expand abstract

Clothed human reconstruction is the cornerstone for creating the virtual world. To a great extent, the quality of recovered avatars decides whether the Metaverse is a passing fad. In this work, we introduce CLOTH4D, a clothed human dataset containing 1,000 subjects with varied appearances, 1,000 3D outfits, and over 100,000 clothed meshes with paired unclothed humans, to fill the gap in large-scale and high-quality 4D clothing data. It enjoys appealing characteristics: 1) Accurate and detailed clothing textured meshes---all clothing items are manually created and then simulated in professional software, strictly following the general standard in fashion design. 2) Separated textured clothing and under-clothing body meshes, closer to the physical world than single-layer raw scans. 3) Clothed human motion sequences simulated given a set of 289 actions, covering fundamental and complicated dynamics. Upon CLOTH4D, we novelly designed a series of temporally-aware metrics to evaluate the temporal stability of the generated 3D human meshes, which has been overlooked previously. Moreover, by assessing and retraining current state-of-the-art clothed human reconstruction methods, we reveal insights, present improved performance, and propose potential future research directions, confirming our dataset's advancement. The dataset is available at www.github.com/AemikaChow/AiDLab-fAshIon-Data

Poster
CIMI4D: A Large Multimodal Climbing Motion Dataset Under Human-Scene Interactions

Ming Yan, Xin Wang, Yudi Dai, Siqi Shen, Chenglu Wen, Lan Xu, Yuexin Ma, Cheng Wang

Expand abstract

Motion capture is a long-standing research problem. Although it has been studied for decades, the majority of research focus on ground-based movements such as walking, sitting, dancing, etc. Off-grounded actions such as climbing are largely overlooked. As an important type of action in sports and firefighting field, the climbing movements is challenging to capture because of its complex back poses, intricate human-scene interactions, and difficult global localization. The research community does not have an in-depth understanding of the climbing action due to the lack of specific datasets. To address this limitation, we collect CIMI4D, a large rock ClImbing MotIon on dataset from 12 persons climbing 13 different climbing walls. The dataset consists of around 180,000 frames of pose inertial measurements, LiDAR point clouds, RGB videos, high-precision static point cloud scenes, and reconstructed scene meshes. Moreover, we frame-wise annotate touch rock holds to facilitate a detailed exploration of human-scene interaction. The core of this dataset is a blending optimization process, which corrects for the pose as it drifts and is affected by the magnetic conditions. To evaluate the merit of CIMI4D, we perform four tasks which include human pose estimations (with/without scene constraints), pose prediction, and pose generation. The experimental results demonstrate that CIMI4D presents great challenges to existing methods and enables extensive research opportunities. We share the dataset with the research community in http://www.lidarhumanmotion.net/cimi4d/.

Poster
Bridging Search Region Interaction With Template for RGB-T Tracking

Tianrui Hui, Zizheng Xun, Fengguang Peng, Junshi Huang, Xiaoming Wei, Xiaolin Wei, Jiao Dai, Jizhong Han, Si Liu

Expand abstract

RGB-T tracking aims to leverage the mutual enhancement and complement ability of RGB and TIR modalities for improving the tracking process in various scenarios, where cross-modal interaction is the key component. Some previous methods concatenate the RGB and TIR search region features directly to perform a coarse interaction process with redundant background noises introduced. Many other methods sample candidate boxes from search frames and conduct various fusion approaches on isolated pairs of RGB and TIR boxes, which limits the cross-modal interaction within local regions and brings about inadequate context modeling. To alleviate these limitations, we propose a novel Template-Bridged Search region Interaction (TBSI) module which exploits templates as the medium to bridge the cross-modal interaction between RGB and TIR search regions by gathering and distributing target-relevant object and environment contexts. Original templates are also updated with enriched multimodal contexts from the template medium. Our TBSI module is inserted into a ViT backbone for joint feature extraction, search-template matching, and cross-modal interaction. Extensive experiments on three popular RGB-T tracking benchmarks demonstrate our method achieves new state-of-the-art performances. Code is available at https://github.com/RyanHTR/TBSI.

Poster
Blowing in the Wind: CycleNet for Human Cinemagraphs From Still Images

Hugo Bertiche, Niloy J. Mitra, Kuldeep Kulkarni, Chun-Hao P. Huang, Tuanfeng Y. Wang, Meysam Madadi, Sergio Escalera, Duygu Ceylan

Expand abstract

Cinemagraphs are short looping videos created by adding subtle motions to a static image. This kind of media is popular and engaging. However, automatic generation of cinemagraphs is an underexplored area and current solutions require tedious low-level manual authoring by artists. In this paper, we present an automatic method that allows generating human cinemagraphs from single RGB images. We investigate the problem in the context of dressed humans under the wind. At the core of our method is a novel cyclic neural network that produces looping cinemagraphs for the target loop duration. To circumvent the problem of collecting real data, we demonstrate that it is possible, by working in the image normal space, to learn garment motion dynamics on synthetic data and generalize to real data. We evaluate our method on both synthetic and real data and demonstrate that it is possible to create compelling and plausible cinemagraphs from single RGB images.

Poster
Beyond Appearance: A Semantic Controllable Self-Supervised Learning Framework for Human-Centric Visual Tasks

Weihua Chen, Xianzhe Xu, Jian Jia, Hao Luo, Yaohua Wang, Fan Wang, Rong Jin, Xiuyu Sun

Expand abstract

Human-centric visual tasks have attracted increasing research attention due to their widespread applications. In this paper, we aim to learn a general human representation from massive unlabeled human images which can benefit downstream human-centric tasks to the maximum extent. We call this method SOLIDER, a Semantic cOntrollable seLf-supervIseD lEaRning framework. Unlike the existing self-supervised learning methods, prior knowledge from human images is utilized in SOLIDER to build pseudo semantic labels and import more semantic information into the learned representation. Meanwhile, we note that different downstream tasks always require different ratios of semantic information and appearance information. For example, human parsing requires more semantic information, while person re-identification needs more appearance information for identification purpose. So a single learned representation cannot fit for all requirements. To solve this problem, SOLIDER introduces a conditional network with a semantic controller. After the model is trained, users can send values to the controller to produce representations with different ratios of semantic information, which can fit different needs of downstream tasks. Finally, SOLIDER is verified on six downstream human-centric visual tasks. It outperforms state of the arts and builds new baselines for these tasks. The code is released in https://github.com/tinyvision/SOLIDER.

Poster
Avatars Grow Legs: Generating Smooth Human Motion From Sparse Tracking Inputs With Diffusion Model

Yuming Du, Robin Kips, Albert Pumarola, Sebastian Starke, Ali Thabet, Artsiom Sanakoyeu

Expand abstract

With the recent surge in popularity of AR/VR applications, realistic and accurate control of 3D full-body avatars has become a highly demanded feature. A particular challenge is that only a sparse tracking signal is available from standalone HMDs (Head Mounted Devices), often limited to tracking the user's head and wrists. While this signal is resourceful for reconstructing the upper body motion, the lower body is not tracked and must be synthesized from the limited information provided by the upper body joints. In this paper, we present AGRoL, a novel conditional diffusion model specifically designed to track full bodies given sparse upper-body tracking signals. Our model is based on a simple multi-layer perceptron (MLP) architecture and a novel conditioning scheme for motion data. It can predict accurate and smooth full-body motion, particularly the challenging lower body movement. Unlike common diffusion architectures, our compact architecture can run in real-time, making it suitable for online body-tracking applications. We train and evaluate our model on AMASS motion capture dataset, and demonstrate that our approach outperforms state-of-the-art methods in generated motion accuracy and smoothness. We further justify our design choices through extensive experiments and ablation studies.

Poster
Adaptive Human Matting for Dynamic Videos

Chung-Ching Lin, Jiang Wang, Kun Luo, Kevin Lin, Linjie Li, Lijuan Wang, Zicheng Liu

Expand abstract

The most recent efforts in video matting have focused on eliminating trimap dependency since trimap annotations are expensive and trimap-based methods are less adaptable for real-time applications. Despite the latest tripmap-free methods showing promising results, their performance often degrades when dealing with highly diverse and unstructured videos. We address this limitation by introducing Adaptive Matting for Dynamic Videos, termed AdaM, which is a framework designed for simultaneously differentiating foregrounds from backgrounds and capturing alpha matte details of human subjects in the foreground. Two interconnected network designs are employed to achieve this goal: (1) an encoder-decoder network that produces alpha mattes and intermediate masks which are used to guide the transformer in adaptively decoding foregrounds and backgrounds, and (2) a transformer network in which long- and short-term attention combine to retain spatial and temporal contexts, facilitating the decoding of foreground details. We benchmark and study our methods on recently introduced datasets, showing that our model notably improves matting realism and temporal coherence in complex real-world videos and achieves new best-in-class generalizability. Further details and examples are available at https://github.com/microsoft/AdaM.

Poster
A Characteristic Function-Based Method for Bottom-Up Human Pose Estimation

Haoxuan Qu, Yujun Cai, Lin Geng Foo, Ajay Kumar, Jun Liu

Expand abstract

Most recent methods formulate the task of human pose estimation as a heatmap estimation problem, and use the overall L2 loss computed from the entire heatmap to optimize the heatmap prediction. In this paper, we show that in bottom-up human pose estimation where each heatmap often contains multiple body joints, using the overall L2 loss to optimize the heatmap prediction may not be the optimal choice. This is because, minimizing the overall L2 loss cannot always lead the model to locate all the body joints across different sub-regions of the heatmap more accurately. To cope with this problem, from a novel perspective, we propose a new bottom-up human pose estimation method that optimizes the heatmap prediction via minimizing the distance between two characteristic functions respectively constructed from the predicted heatmap and the groundtruth heatmap. Our analysis presented in this paper indicates that the distance between these two characteristic functions is essentially the upper bound of the L2 losses w.r.t. sub-regions of the predicted heatmap. Therefore, via minimizing the distance between the two characteristic functions, we can optimize the model to provide a more accurate localization result for the body joints in different sub-regions of the predicted heatmap. We show the effectiveness of our proposed method through extensive experiments on the COCO dataset and the CrowdPose dataset.

Poster
3D-Aware Face Swapping

Yixuan Li, Chao Ma, Yichao Yan, Wenhan Zhu, Xiaokang Yang

Expand abstract

Face swapping is an important research topic in computer vision with wide applications in entertainment and privacy protection. Existing methods directly learn to swap 2D facial images, taking no account of the geometric information of human faces. In the presence of large pose variance between the source and the target faces, there always exist undesirable artifacts on the swapped face. In this paper, we present a novel 3D-aware face swapping method that generates high-fidelity and multi-view-consistent swapped faces from single-view source and target images. To achieve this, we take advantage of the strong geometry and texture prior of 3D human faces, where the 2D faces are projected into the latent space of a 3D generative model. By disentangling the identity and attribute features in the latent space, we succeed in swapping faces in a 3D-aware manner, being robust to pose variations while transferring fine-grained facial details. Extensive experiments demonstrate the superiority of our 3D-aware face swapping framework in terms of visual quality, identity similarity, and multi-view consistency. Code is available at https://lyx0208.github.io/3dSwap.

Poster
3D Human Pose Estimation via Intuitive Physics

Shashank Tripathi, Lea Müller, Chun-Hao P. Huang, Omid Taheri, Michael J. Black, Dimitrios Tzionas

Expand abstract

Estimating 3D humans from images often produces implausible bodies that lean, float, or penetrate the floor. Such methods ignore the fact that bodies are typically supported by the scene. A physics engine can be used to enforce physical plausibility, but these are not differentiable, rely on unrealistic proxy bodies, and are difficult to integrate into existing optimization and learning frameworks. In contrast, we exploit novel intuitive-physics (IP) terms that can be inferred from a 3D SMPL body interacting with the scene. Inspired by biomechanics, we infer the pressure heatmap on the body, the Center of Pressure (CoP) from the heatmap, and the SMPL body's Center of Mass (CoM). With these, we develop IPMAN, to estimate a 3D body from a color image in a "stable" configuration by encouraging plausible floor contact and overlapping CoP and CoM. Our IP terms are intuitive, easy to implement, fast to compute, differentiable, and can be integrated into existing optimization and regression methods. We evaluate IPMAN on standard datasets and MoYo, a new dataset with synchronized multi-view images, ground-truth 3D bodies with complex poses, body-floor contact, CoM and pressure. IPMAN produces more plausible results than the state of the art, improving accuracy for static poses, while not hurting dynamic ones. Code and data are available for research at https://ipman.is.tue.mpg.de/.

Poster
3D Human Mesh Estimation From Virtual Markers

Xiaoxuan Ma, Jiajun Su, Chunyu Wang, Wentao Zhu, Yizhou Wang

Expand abstract

Inspired by the success of volumetric 3D pose estimation, some recent human mesh estimators propose to estimate 3D skeletons as intermediate representations, from which, the dense 3D meshes are regressed by exploiting the mesh topology. However, body shape information is lost in extracting skeletons, leading to mediocre performance. The advanced motion capture systems solve the problem by placing dense physical markers on the body surface, which allows to extract realistic meshes from their non-rigid motions. However, they cannot be applied to wild images without markers. In this work, we present an intermediate representation, named virtual markers, which learns 64 landmark keypoints on the body surface based on the large-scale mocap data in a generative style, mimicking the effects of physical markers. The virtual markers can be accurately detected from wild images and can reconstruct the intact meshes with realistic shapes by simple interpolation. Our approach outperforms the state-of-the-art methods on three datasets. In particular, it surpasses the existing methods by a notable margin on the SURREAL dataset, which has diverse body shapes. Code is available at https://github.com/ShirleyMaxx/VirtualMarker.

Poster
3D Human Keypoints Estimation From Point Clouds in the Wild Without Human Labels

Zhenzhen Weng, Alexander S. Gorban, Jingwei Ji, Mahyar Najibi, Yin Zhou, Dragomir Anguelov

Expand abstract

Training a 3D human keypoint detector from point clouds in a supervised manner requires large volumes of high quality labels. While it is relatively easy to capture large amounts of human point clouds, annotating 3D keypoints is expensive, subjective, error prone and especially difficult for long-tail cases (pedestrians with rare poses, scooterists, etc.). In this work, we propose GC-KPL - Geometry Consistency inspired Key Point Leaning, an approach for learning 3D human joint locations from point clouds without human labels. We achieve this by our novel unsupervised loss formulations that account for the structure and movement of the human body. We show that by training on a large training set from Waymo Open Dataset without any human annotated keypoints, we are able to achieve reasonable performance as compared to the fully supervised approach. Further, the backbone benefits from the unsupervised training and is useful in downstream fewshot learning of keypoints, where fine-tuning on only 10 percent of the labeled training data gives comparable performance to fine-tuning on the entire set. We demonstrated that GC-KPL outperforms by a large margin over SoTA when trained on entire dataset and efficiently leverages large volumes of unlabeled data.

Poster