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

X-Avatar: Expressive Human Avatars

Kaiyue Shen, Chen Guo, Manuel Kaufmann, Juan Jose Zarate, Julien Valentin, Jie Song, Otmar Hilliges

Expand abstract

We present X-Avatar, a novel avatar model that captures the full expressiveness of digital humans to bring about life-like experiences in telepresence, AR/VR and beyond. Our method models bodies, hands, facial expressions and appearance in a holistic fashion and can be learned from either full 3D scans or RGB-D data. To achieve this, we propose a part-aware learned forward skinning module that can be driven by the parameter space of SMPL-X, allowing for expressive animation of X-Avatars. To efficiently learn the neural shape and deformation fields, we propose novel part-aware sampling and initialization strategies. This leads to higher fidelity results, especially for smaller body parts while maintaining efficient training despite increased number of articulated bones. To capture the appearance of the avatar with high-frequency details, we extend the geometry and deformation fields with a texture network that is conditioned on pose, facial expression, geometry and the normals of the deformed surface. We show experimentally that our method outperforms strong baselines both quantitatively and qualitatively on the animation task. To facilitate future research on expressive avatars we contribute a new dataset, called X-Humans, containing 233 sequences of high-quality textured scans from 20 participants, totalling 35,500 data frames.

Poster
What Can Human Sketches Do for Object Detection?

Pinaki Nath Chowdhury, Ayan Kumar Bhunia, Aneeshan Sain, Subhadeep Koley, Tao Xiang, Yi-Zhe Song

Expand abstract

Sketches are highly expressive, inherently capturing subjective and fine-grained visual cues. The exploration of such innate properties of human sketches has, however, been limited to that of image retrieval. In this paper, for the first time, we cultivate the expressiveness of sketches but for the fundamental vision task of object detection. The end result is a sketch-enabled object detection framework that detects based on what you sketch -- that "zebra" (e.g., one that is eating the grass) in a herd of zebras (instance-aware detection), and only the part (e.g., "head" of a "zebra") that you desire (part-aware detection). We further dictate that our model works without (i) knowing which category to expect at testing (zero-shot) and (ii) not requiring additional bounding boxes (as per fully supervised) and class labels (as per weakly supervised). Instead of devising a model from the ground up, we show an intuitive synergy between foundation models (e.g., CLIP) and existing sketch models build for sketch-based image retrieval (SBIR), which can already elegantly solve the task -- CLIP to provide model generalisation, and SBIR to bridge the (sketch->photo) gap. In particular, we first perform independent prompting on both sketch and photo branches of an SBIR model to build highly generalisable sketch and photo encoders on the back of the generalisation ability of CLIP. We then devise a training paradigm to adapt the learned encoders for object detection, such that the region embeddings of detected boxes are aligned with the sketch and photo embeddings from SBIR. Evaluating our framework on standard object detection datasets like PASCAL-VOC and MS-COCO outperforms both supervised (SOD) and weakly-supervised object detectors (WSOD) on zero-shot setups. Project Page: https://pinakinathc.github.io/sketch-detect

Poster
Visibility Aware Human-Object Interaction Tracking From Single RGB Camera

Xianghui Xie, Bharat Lal Bhatnagar, Gerard Pons-Moll

Expand abstract

Capturing the interactions between humans and their environment in 3D is important for many applications in robotics, graphics, and vision. Recent works to reconstruct the 3D human and object from a single RGB image do not have consistent relative translation across frames because they assume a fixed depth. Moreover, their performance drops significantly when the object is occluded. In this work, we propose a novel method to track the 3D human, object, contacts, and relative translation across frames from a single RGB camera, while being robust to heavy occlusions. Our method is built on two key insights. First, we condition our neural field reconstructions for human and object on per-frame SMPL model estimates obtained by pre-fitting SMPL to a video sequence. This improves neural reconstruction accuracy and produces coherent relative translation across frames. Second, human and object motion from visible frames provides valuable information to infer the occluded object. We propose a novel transformer-based neural network that explicitly uses object visibility and human motion to leverage neighboring frames to make predictions for the occluded frames. Building on these insights, our method is able to track both human and object robustly even under occlusions. Experiments on two datasets show that our method significantly improves over the state-of-the-art methods. Our code and pretrained models are available at: https://virtualhumans.mpi-inf.mpg.de/VisTracker.

Poster
ViPLO: Vision Transformer Based Pose-Conditioned Self-Loop Graph for Human-Object Interaction Detection

Jeeseung Park, Jin-Woo Park, Jong-Seok Lee

Expand abstract

Human-Object Interaction (HOI) detection, which localizes and infers relationships between human and objects, plays an important role in scene understanding. Although two-stage HOI detectors have advantages of high efficiency in training and inference, they suffer from lower performance than one-stage methods due to the old backbone networks and the lack of considerations for the HOI perception process of humans in the interaction classifiers. In this paper, we propose Vision Transformer based Pose-Conditioned Self-Loop Graph (ViPLO) to resolve these problems. First, we propose a novel feature extraction method suitable for the Vision Transformer backbone, called masking with overlapped area (MOA) module. The MOA module utilizes the overlapped area between each patch and the given region in the attention function, which addresses the quantization problem when using the Vision Transformer backbone. In addition, we design a graph with a pose-conditioned self-loop structure, which updates the human node encoding with local features of human joints. This allows the classifier to focus on specific human joints to effectively identify the type of interaction, which is motivated by the human perception process for HOI. As a result, ViPLO achieves the state-of-the-art results on two public benchmarks, especially obtaining a +2.07 mAP performance gain on the HICO-DET dataset.

Poster
VGFlow: Visibility Guided Flow Network for Human Reposing

Rishabh Jain, Krishna Kumar Singh, Mayur Hemani, Jingwan Lu, Mausoom Sarkar, Duygu Ceylan, Balaji Krishnamurthy

Expand abstract

The task of human reposing involves generating a realistic image of a model standing in an arbitrary conceivable pose. There are multiple difficulties in generating perceptually accurate images and existing methods suffers from limitations in preserving texture, maintaining pattern coherence, respecting cloth boundaries, handling occlusions, manipulating skin generation etc. These difficulties are further exacerbated by the fact that the possible space of pose orientation for humans is large and variable, the nature of clothing items are highly non-rigid and the diversity in body shape differ largely among the population. To alleviate these difficulties and synthesize perceptually accurate images, we propose VGFlow, a model which uses a visibility guided flow module to disentangle the flow into visible and invisible parts of the target for simultaneous texture preservation and style manipulation. Furthermore, to tackle distinct body shapes and avoid network artifacts, we also incorporate an a self-supervised patch-wise "realness" loss to further improve the output. VGFlow achieves state-of-the-art results as observed qualitatively and quantitatively on different image quality metrics(SSIM, LPIPS, FID).

Poster
Unsupervised Sampling Promoting for Stochastic Human Trajectory Prediction

Guangyi Chen, Zhenhao Chen, Shunxing Fan, Kun Zhang

Expand abstract

The indeterminate nature of human motion requires trajectory prediction systems to use a probabilistic model to formulate the multi-modality phenomenon and infer a finite set of future trajectories. However, the inference processes of most existing methods rely on Monte Carlo random sampling, which is insufficient to cover the realistic paths with finite samples, due to the long tail effect of the predicted distribution. To promote the sampling process of stochastic prediction, we propose a novel method, called BOsampler, to adaptively mine potential paths with Bayesian optimization in an unsupervised manner, as a sequential design strategy in which new prediction is dependent on the previously drawn samples. Specifically, we model the trajectory sampling as a Gaussian process and construct an acquisition function to measure the potential sampling value. This acquisition function applies the original distribution as prior and encourages exploring paths in the long-tail region. This sampling method can be integrated with existing stochastic predictive models without retraining. Experimental results on various baseline methods demonstrate the effectiveness of our method. The source code is released in this link.

Poster
UniHCP: A Unified Model for Human-Centric Perceptions

Yuanzheng Ci, Yizhou Wang, Meilin Chen, Shixiang Tang, Lei Bai, Feng Zhu, Rui Zhao, Fengwei Yu, Donglian Qi, Wanli Ouyang

Expand abstract

Human-centric perceptions (e.g., pose estimation, human parsing, pedestrian detection, person re-identification, etc.) play a key role in industrial applications of visual models. While specific human-centric tasks have their own relevant semantic aspect to focus on, they also share the same underlying semantic structure of the human body. However, few works have attempted to exploit such homogeneity and design a general-propose model for human-centric tasks. In this work, we revisit a broad range of human-centric tasks and unify them in a minimalist manner. We propose UniHCP, a Unified Model for Human-Centric Perceptions, which unifies a wide range of human-centric tasks in a simplified end-to-end manner with the plain vision transformer architecture. With large-scale joint training on 33 humancentric datasets, UniHCP can outperform strong baselines on several in-domain and downstream tasks by direct evaluation. When adapted to a specific task, UniHCP achieves new SOTAs on a wide range of human-centric tasks, e.g., 69.8 mIoU on CIHP for human parsing, 86.18 mA on PA-100K for attribute prediction, 90.3 mAP on Market1501 for ReID, and 85.8 JI on CrowdHuman for pedestrian detection, performing better than specialized models tailored for each task. The code and pretrained model are available at https://github.com/OpenGVLab/UniHCP.

Poster
UV Volumes for Real-Time Rendering of Editable Free-View Human Performance

Yue Chen, Xuan Wang, Xingyu Chen, Qi Zhang, Xiaoyu Li, Yu Guo, Jue Wang, Fei Wang

Expand abstract

Neural volume rendering enables photo-realistic renderings of a human performer in free-view, a critical task in immersive VR/AR applications. But the practice is severely limited by high computational costs in the rendering process. To solve this problem, we propose the UV Volumes, a new approach that can render an editable free-view video of a human performer in real-time. It separates the high-frequency (i.e., non-smooth) human appearance from the 3D volume, and encodes them into 2D neural texture stacks (NTS). The smooth UV volumes allow much smaller and shallower neural networks to obtain densities and texture coordinates in 3D while capturing detailed appearance in 2D NTS. For editability, the mapping between the parameterized human model and the smooth texture coordinates allows us a better generalization on novel poses and shapes. Furthermore, the use of NTS enables interesting applications, e.g., retexturing. Extensive experiments on CMU Panoptic, ZJU Mocap, and H36M datasets show that our model can render 960 x 540 images in 30FPS on average with comparable photo-realism to state-of-the-art methods.

Poster
Two-Stage Co-Segmentation Network Based on Discriminative Representation for Recovering Human Mesh From Videos

Boyang Zhang, Kehua Ma, Suping Wu, Zhixiang Yuan

Expand abstract

Recovering 3D human mesh from videos has recently made significant progress. However, most of the existing methods focus on the temporal consistency of videos, while ignoring the spatial representation in complex scenes, thus failing to recover a reasonable and smooth human mesh sequence under extreme illumination and chaotic backgrounds.To alleviate this problem, we propose a two-stage co-segmentation network based on discriminative representation for recovering human body meshes from videos. Specifically, the first stage of the network segments the video spatial domain to spotlight spatially fine-grained information, and then learns and enhances the intra-frame discriminative representation through a dual-excitation mechanism and a frequency domain enhancement module, while suppressing irrelevant information (e.g., background). The second stage focuses on temporal context by segmenting the video temporal domain, and models inter-frame discriminative representation via a dynamic integration strategy.Further, to efficiently generate reasonable human discriminative actions, we carefully elaborate a landmark anchor area loss to constrain the variation of the human motion area. Extensive experimental results on large publicly available datasets indicate the superiority in comparison with most state-of-the-art. Code will be made public.

Poster
Trajectory-Aware Body Interaction Transformer for Multi-Person Pose Forecasting

Xiaogang Peng, Siyuan Mao, Zizhao Wu

Expand abstract

Multi-person pose forecasting remains a challenging problem, especially in modeling fine-grained human body interaction in complex crowd scenarios. Existing methods typically represent the whole pose sequence as a temporal series, yet overlook interactive influences among people based on skeletal body parts. In this paper, we propose a novel Trajectory-Aware Body Interaction Transformer (TBIFormer) for multi-person pose forecasting via effectively modeling body part interactions. Specifically, we construct a Temporal Body Partition Module that transforms all the pose sequences into a Multi-Person Body-Part sequence to retain spatial and temporal information based on body semantics. Then, we devise a Social Body Interaction Self-Attention (SBI-MSA) module, utilizing the transformed sequence to learn body part dynamics for inter- and intra-individual interactions. Furthermore, different from prior Euclidean distance-based spatial encodings, we present a novel and efficient Trajectory-Aware Relative Position Encoding for SBI-MSA to offer discriminative spatial information and additional interactive clues. On both short- and long-term horizons, we empirically evaluate our framework on CMU-Mocap, MuPoTS-3D as well as synthesized datasets (6 10 persons), and demonstrate that our method greatly outperforms the state-of-the-art methods.

Poster
Towards Stable Human Pose Estimation via Cross-View Fusion and Foot Stabilization

Li’an Zhuo, Jian Cao, Qi Wang, Bang Zhang, Liefeng Bo

Expand abstract

Towards stable human pose estimation from monocular images, there remain two main dilemmas. On the one hand, the different perspectives, i.e., front view, side view, and top view, appear the inconsistent performances due to the depth ambiguity. On the other hand, foot posture plays a significant role in complicated human pose estimation, i.e., dance and sports, and foot-ground interaction, but unfortunately, it is omitted in most general approaches and datasets. In this paper, we first propose the Cross-View Fusion (CVF) module to catch up with better 3D intermediate representation and alleviate the view inconsistency based on the vision transformer encoder. Then the optimization-based method is introduced to reconstruct the foot pose and foot-ground contact for the general multi-view datasets including AIST++ and Human3.6M. Besides, the reversible kinematic topology strategy is innovated to utilize the contact information into the full-body with foot pose regressor. Extensive experiments on the popular benchmarks demonstrate that our method outperforms the state-of-the-art approaches by achieving 40.1mm PA-MPJPE on the 3DPW test set and 43.8mm on the AIST++ test set.

Poster
SketchXAI: A First Look at Explainability for Human Sketches

Zhiyu Qu, Yulia Gryaditskaya, Ke Li, Kaiyue Pang, Tao Xiang, Yi-Zhe Song

Expand abstract

This paper, for the very first time, introduces human sketches to the landscape of XAI (Explainable Artificial Intelligence). We argue that sketch as a "human-centred" data form, represents a natural interface to study explainability. We focus on cultivating sketch-specific explainability designs. This starts by identifying strokes as a unique building block that offers a degree of flexibility in object construction and manipulation impossible in photos. Following this, we design a simple explainability-friendly sketch encoder that accommodates the intrinsic properties of strokes: shape, location, and order. We then move on to define the first ever XAI task for sketch, that of stroke location inversion SLI. Just as we have heat maps for photos, and correlation matrices for text, SLI offers an explainability angle to sketch in terms of asking a network how well it can recover stroke locations of an unseen sketch. We offer qualitative results for readers to interpret as snapshots of the SLI process in the paper, and as GIFs on the project page. A minor but interesting note is that thanks to its sketch-specific design, our sketch encoder also yields the best sketch recognition accuracy to date while having the smallest number of parameters. The code is available at https://sketchxai.github.io.

Poster
Sketch2Saliency: Learning To Detect Salient Objects From Human Drawings

Ayan Kumar Bhunia, Subhadeep Koley, Amandeep Kumar, Aneeshan Sain, Pinaki Nath Chowdhury, Tao Xiang, Yi-Zhe Song

Expand abstract

Human sketch has already proved its worth in various visual understanding tasks (e.g., retrieval, segmentation, image-captioning, etc). In this paper, we reveal a new trait of sketches -- that they are also salient. This is intuitive as sketching is a natural attentive process at its core. More specifically, we aim to study how sketches can be used as a weak label to detect salient objects present in an image. To this end, we propose a novel method that emphasises on how "salient object" could be explained by hand-drawn sketches. To accomplish this, we introduce a photo-to-sketch generation model that aims to generate sequential sketch coordinates corresponding to a given visual photo through a 2D attention mechanism. Attention maps accumulated across the time steps give rise to salient regions in the process. Extensive quantitative and qualitative experiments prove our hypothesis and delineate how our sketch-based saliency detection model gives a competitive performance compared to the state-of-the-art.

Poster
Semantic Human Parsing via Scalable Semantic Transfer Over Multiple Label Domains

Jie Yang, Chaoqun Wang, Zhen Li, Junle Wang, Ruimao Zhang

Expand abstract

This paper presents Scalable Semantic Transfer (SST), a novel training paradigm, to explore how to leverage the mutual benefits of the data from different label domains (i.e. various levels of label granularity) to train a powerful human parsing network. In practice, two common application scenarios are addressed, termed universal parsing and dedicated parsing, where the former aims to learn homogeneous human representations from multiple label domains and switch predictions by only using different segmentation heads, and the latter aims to learn a specific domain prediction while distilling the semantic knowledge from other domains. The proposed SST has the following appealing benefits: (1) it can capably serve as an effective training scheme to embed semantic associations of human body parts from multiple label domains into the human representation learning process; (2) it is an extensible semantic transfer framework without predetermining the overall relations of multiple label domains, which allows continuously adding human parsing datasets to promote the training. (3) the relevant modules are only used for auxiliary training and can be removed during inference, eliminating the extra reasoning cost. Experimental results demonstrate SST can effectively achieve promising universal human parsing performance as well as impressive improvements compared to its counterparts on three human parsing benchmarks (i.e., PASCAL-Person-Part, ATR, and CIHP). Code is available at https://github.com/yangjie-cv/SST.

Poster
SeSDF: Self-Evolved Signed Distance Field for Implicit 3D Clothed Human Reconstruction

Yukang Cao, Kai Han, Kwan-Yee K. Wong

Expand abstract

We address the problem of clothed human reconstruction from a single image or uncalibrated multi-view images. Existing methods struggle with reconstructing detailed geometry of a clothed human and often require a calibrated setting for multi-view reconstruction. We propose a flexible framework which, by leveraging the parametric SMPL-X model, can take an arbitrary number of input images to reconstruct a clothed human model under an uncalibrated setting. At the core of our framework is our novel self-evolved signed distance field (SeSDF) module which allows the framework to learn to deform the signed distance field (SDF) derived from the fitted SMPL-X model, such that detailed geometry reflecting the actual clothed human can be encoded for better reconstruction. Besides, we propose a simple method for self-calibration of multi-view images via the fitted SMPL-X parameters. This lifts the requirement of tedious manual calibration and largely increases the flexibility of our method. Further, we introduce an effective occlusion-aware feature fusion strategy to account for the most useful features to reconstruct the human model. We thoroughly evaluate our framework on public benchmarks, demonstrating significant superiority over the state-of-the-arts both qualitatively and quantitatively.

Poster
Scene-Aware Egocentric 3D Human Pose Estimation

Jian Wang, Diogo Luvizon, Weipeng Xu, Lingjie Liu, Kripasindhu Sarkar, Christian Theobalt

Expand abstract

Egocentric 3D human pose estimation with a single head-mounted fisheye camera has recently attracted attention due to its numerous applications in virtual and augmented reality. Existing methods still struggle in challenging poses where the human body is highly occluded or is closely interacting with the scene. To address this issue, we propose a scene-aware egocentric pose estimation method that guides the prediction of the egocentric pose with scene constraints. To this end, we propose an egocentric depth estimation network to predict the scene depth map from a wide-view egocentric fisheye camera while mitigating the occlusion of the human body with a depth-inpainting network. Next, we propose a scene-aware pose estimation network that projects the 2D image features and estimated depth map of the scene into a voxel space and regresses the 3D pose with a V2V network. The voxel-based feature representation provides the direct geometric connection between 2D image features and scene geometry, and further facilitates the V2V network to constrain the predicted pose based on the estimated scene geometry. To enable the training of the aforementioned networks, we also generated a synthetic dataset, called EgoGTA, and an in-the-wild dataset based on EgoPW, called EgoPW-Scene. The experimental results of our new evaluation sequences show that the predicted 3D egocentric poses are accurate and physically plausible in terms of human-scene interaction, demonstrating that our method outperforms the state-of-the-art methods both quantitatively and qualitatively.

Poster
Sampling Is Matter: Point-Guided 3D Human Mesh Reconstruction

Jeonghwan Kim, Mi-Gyeong Gwon, Hyunwoo Park, Hyukmin Kwon, Gi-Mun Um, Wonjun Kim

Expand abstract

This paper presents a simple yet powerful method for 3D human mesh reconstruction from a single RGB image. Most recently, the non-local interactions of the whole mesh vertices have been effectively estimated in the transformer while the relationship between body parts also has begun to be handled via the graph model. Even though those approaches have shown the remarkable progress in 3D human mesh reconstruction, it is still difficult to directly infer the relationship between features, which are encoded from the 2D input image, and 3D coordinates of each vertex. To resolve this problem, we propose to design a simple feature sampling scheme. The key idea is to sample features in the embedded space by following the guide of points, which are estimated as projection results of 3D mesh vertices (i.e., ground truth). This helps the model to concentrate more on vertex-relevant features in the 2D space, thus leading to the reconstruction of the natural human pose. Furthermore, we apply progressive attention masking to precisely estimate local interactions between vertices even under severe occlusions. Experimental results on benchmark datasets show that the proposed method efficiently improves the performance of 3D human mesh reconstruction. The code and model are publicly available at: https://github.com/DCVL-3D/PointHMR_release.

Poster
SLOPER4D: A Scene-Aware Dataset for Global 4D Human Pose Estimation in Urban Environments

Yudi Dai, Yitai Lin, Xiping Lin, Chenglu Wen, Lan Xu, Hongwei Yi, Siqi Shen, Yuexin Ma, Cheng Wang

Expand abstract

We present SLOPER4D, a novel scene-aware dataset collected in large urban environments to facilitate the research of global human pose estimation (GHPE) with human-scene interaction in the wild. Employing a head-mounted device integrated with a LiDAR and camera, we record 12 human subjects' activities over 10 diverse urban scenes from an egocentric view. Frame-wise annotations for 2D key points, 3D pose parameters, and global translations are provided, together with reconstructed scene point clouds. To obtain accurate 3D ground truth in such large dynamic scenes, we propose a joint optimization method to fit local SMPL meshes to the scene and fine-tune the camera calibration during dynamic motions frame by frame, resulting in plausible and scene-natural 3D human poses. Eventually, SLOPER4D consists of 15 sequences of human motions, each of which has a trajectory length of more than 200 meters (up to 1,300 meters) and covers an area of more than 200 square meters (up to 30,000 square meters), including more than 100k LiDAR frames, 300k video frames, and 500K IMU-based motion frames. With SLOPER4D, we provide a detailed and thorough analysis of two critical tasks, including camera-based 3D HPE and LiDAR-based 3D HPE in urban environments, and benchmark a new task, GHPE. The in-depth analysis demonstrates SLOPER4D poses significant challenges to existing methods and produces great research opportunities. The dataset and code are released at http://www.lidarhumanmotion.net/sloper4d/.

Poster
Relightable Neural Human Assets From Multi-View Gradient Illuminations

Taotao Zhou, Kai He, Di Wu, Teng Xu, Qixuan Zhang, Kuixiang Shao, Wenzheng Chen, Lan Xu, Jingyi Yu

Expand abstract

Human modeling and relighting are two fundamental problems in computer vision and graphics, where high-quality datasets can largely facilitate related research. However, most existing human datasets only provide multi-view human images captured under the same illumination. Although valuable for modeling tasks, they are not readily used in relighting problems. To promote research in both fields, in this paper, we present UltraStage, a new 3D human dataset that contains more than 2,000 high-quality human assets captured under both multi-view and multi-illumination settings. Specifically, for each example, we provide 32 surrounding views illuminated with one white light and two gradient illuminations. In addition to regular multi-view images, gradient illuminations help recover detailed surface normal and spatially-varying material maps, enabling various relighting applications. Inspired by recent advances in neural representation, we further interpret each example into a neural human asset which allows novel view synthesis under arbitrary lighting conditions. We show our neural human assets can achieve extremely high capture performance and are capable of representing fine details such as facial wrinkles and cloth folds. We also validate UltraStage in single image relighting tasks, training neural networks with virtual relighted data from neural assets and demonstrating realistic rendering improvements over prior arts. UltraStage will be publicly available to the community to stimulate significant future developments in various human modeling and rendering tasks. The dataset is available at https://miaoing.github.io/RNHA.

Poster