CVPR 2024 Papers

Conference on Computer Vision and Pattern Recognition

Decision breakdown

2,716papers

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

  • Poster
    2,39288.1%
  • Other / unlabeled
    32411.9%

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WANDR: Intention-guided Human Motion Generation

Markos Diomataris, Nikos Athanasiou, Omid Taheri, Xi Wang, Otmar Hilliges, Michael J. Black

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Synthesizing natural human motions that enable a 3D human avatar to walk and reach for arbitrary goals in 3D space remains an unsolved problem with many applications. Existing methods (data-driven or using reinforcement learning) are limited in terms of generalization and motion naturalness. A primary obstacle is the scarcity of training data that combines locomotion with goal reaching. To address this we introduce WANDR a data-driven model that takes an avatar's initial pose and a goal's 3D position and generates natural human motions that place the end effector (wrist) on the goal location. To solve this we introduce novel intention features that drive rich goal-oriented movement. Intention guides the agent to the goal and interactively adapts the generation to novel situations without needing to define sub-goals or the entire motion path. Crucially intention allows training on datasets that have goal-oriented motions as well as those that do not. WANDR is a conditional Variational Auto-Encoder (c-VAE) which we train using the AMASS and CIRCLE datasets. We evaluate our method extensively and demonstrate its ability to generate natural and long-term motions that reach 3D goals and generalize to unseen goal locations. Our models and code are available for research purposes at wandr.is.tue.mpg.de

Poster
Video-Based Human Pose Regression via Decoupled Space-Time Aggregation

Jijie He, Wenwu Yang

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By leveraging temporal dependency in video sequences multi-frame human pose estimation algorithms have demonstrated remarkable results in complicated situations such as occlusion motion blur and video defocus. These algorithms are predominantly based on heatmaps resulting in high computation and storage requirements per frame which limits their flexibility and real-time application in video scenarios particularly on edge devices. In this paper we develop an efficient and effective video-based human pose regression method which bypasses intermediate representations such as heatmaps and instead directly maps the input to the output joint coordinates. Despite the inherent spatial correlation among adjacent joints of the human pose the temporal trajectory of each individual joint exhibits relative independence. In light of this we propose a novel Decoupled Space-Time Aggregation network (DSTA) to separately capture the spatial contexts between adjacent joints and the temporal cues of each individual joint thereby avoiding the conflation of spatiotemporal dimensions. Concretely DSTA learns a dedicated feature token for each joint to facilitate the modeling of their spatiotemporal dependencies. With the proposed joint-wise local-awareness attention mechanism our method is capable of efficiently and flexibly utilizing the spatial dependency of adjacent joints and the temporal dependency of each joint itself. Extensive experiments demonstrate the superiority of our method. Compared to previous regression-based single-frame human pose estimation methods DSTA significantly enhances performance achieving an 8.9 mAP improvement on PoseTrack2017. Furthermore our approach either surpasses or is on par with the state-of-the-art heatmap-based multi-frame human pose estimation methods. Project page: https://github.com/zgspose/DSTA.

Poster
ViT-CoMer: Vision Transformer with Convolutional Multi-scale Feature Interaction for Dense Predictions

Chunlong Xia, Xinliang Wang, Feng Lv, Xin Hao, Yifeng Shi

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Although Vision Transformer (ViT) has achieved significant success in computer vision it does not perform well in dense prediction tasks due to the lack of inner-patch information interaction and the limited diversity of feature scale. Most existing studies are devoted to designing vision-specific transformers to solve the above problems which introduce additional pre-training costs. Therefore we present a plain pre-training-free and feature-enhanced ViT backbone with Convolutional Multi-scale feature interaction named ViT-CoMer which facilitates bidirectional interaction between CNN and transformer. Compared to the state-of-the-art ViT-CoMer has the following advantages: (1) We inject spatial pyramid multi-receptive field convolutional features into the ViT architecture which effectively alleviates the problems of limited local information interaction and single-feature representation in ViT. (2) We propose a simple and efficient CNN-Transformer bidirectional fusion interaction module that performs multi-scale fusion across hierarchical features which is beneficial for handling dense prediction tasks. (3) We evaluate the performance of ViT-CoMer across various dense prediction tasks different frameworks and multiple advanced pre-training. Notably our ViT-CoMer-L achieves 64.3% AP on COCO val2017 without extra training data and 62.1% mIoU on ADE20K val both of which are comparable to state-of-the-art methods. We hope ViT-CoMer can serve as a new backbone for dense prediction tasks to facilitate future research. The code will be released at https://github.com/Traffic-X/ViT-CoMer.

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VS: Reconstructing Clothed 3D Human from Single Image via Vertex Shift

Leyuan Liu, Yuhan Li, Yunqi Gao, Changxin Gao, Yuanyuan Liu, Jingying Chen

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Various applications require high-fidelity and artifact-free 3D human reconstructions. However current implicit function-based methods inevitably produce artifacts while existing deformation methods are difficult to reconstruct high-fidelity humans wearing loose clothing. In this paper we propose a two-stage deformation method named Vertex Shift (VS) for reconstructing clothed 3D humans from single images. Specifically VS first stretches the estimated SMPL-X mesh into a coarse 3D human model using shift fields inferred from normal maps then refines the coarse 3D human model into a detailed 3D human model via a graph convolutional network embedded with implicit-function-learned features. This "stretch-refine" strategy addresses large deformations required for reconstructing loose clothing and delicate deformations for recovering intricate and detailed surfaces achieving high-fidelity reconstructions that faithfully convey the pose clothing and surface details from the input images. The graph convolutional network's ability to exploit neighborhood vertices coupled with the advantages inherited from the deformation methods ensure VS rarely produces artifacts like distortions and non-human shapes and never produces artifacts like holes broken parts and dismembered limbs. As a result VS can reconstruct high-fidelity and artifact-less clothed 3D humans from single images even under scenarios of challenging poses and loose clothing. Experimental results on three benchmarks and two in-the-wild datasets demonstrate that VS significantly outperforms current state-of-the-art methods. The code and models of VS are available for research purposes at https://github.com/starVisionTeam/VS.

Poster
UniHuman: A Unified Model For Editing Human Images in the Wild

Nannan Li, Qing Liu, Krishna Kumar Singh, Yilin Wang, Jianming Zhang, Bryan A. Plummer, Zhe Lin

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Human image editing includes tasks like changing a person's pose their clothing or editing the image according to a text prompt. However prior work often tackles these tasks separately overlooking the benefit of mutual reinforcement from learning them jointly. In this paper we propose UniHuman a unified model that addresses multiple facets of human image editing in real-world settings. To enhance the model's generation quality and generalization capacity we leverage guidance from human visual encoders and introduce a lightweight pose-warping module that can exploit different pose representations accommodating unseen textures and patterns. Furthermore to bridge the disparity between existing human editing benchmarks with real-world data we curated 400K high-quality human image-text pairs for training and collected 2K human images for out-of-domain testing both encompassing diverse clothing styles backgrounds and age groups. Experiments on both in-domain and out-of-domain test sets demonstrate that UniHuman outperforms task-specific models by a significant margin. In user studies UniHuman is preferred by the users in an average of 77% of cases. Our project is available at https://github.com/NannanLi999/UniHuman.

Poster
Tumor Micro-environment Interactions Guided Graph Learning for Survival Analysis of Human Cancers from Whole-slide Pathological Images

Wei Shao, Yangyang Shi, Daoqiang Zhang, Junjie Zhou, Peng Wan

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The recent advance of deep learning technology brings the possibility of assisting the pathologist to predict the patients' survival from whole-slide pathological images (WSIs). However most of the prevalent methods only worked on the sampled patches in specifically or randomly selected tumor areas of WSIs which has very limited capability to capture the complex interactions between tumor and its surrounding micro-environment components. As a matter of fact tumor is supported and nurtured in the heterogeneous tumor micro-environment(TME) and the detailed analysis of TME and their correlation with tumors are important to in-depth analyze the mechanism of cancer development. In this paper we considered the spatial interactions among tumor and its two major TME components (i.e. lymphocytes and stromal fibrosis) and presented a Tumor Micro-environment Interactions Guided Graph Learning (TMEGL) algorithm for the prognosis prediction of human cancers. Specifically we firstly selected different types of patches as nodes to build graph for each WSI. Then a novel TME neighborhood organization guided graph embedding algorithm was proposed to learn node representations that can preserve their topological structure information. Finally a Gated Graph Attention Network is applied to capture the survival-associated intersections among tumor and different TME components for clinical outcome prediction. We tested TMEGL on three cancer cohorts derived from The Cancer Genome Atlas (TCGA) and the experimental results indicated that TMEGL not only outperforms the existing WSI-based survival analysis models but also has good explainable ability for survival prediction.

Poster
Total-Decom: Decomposed 3D Scene Reconstruction with Minimal Interaction

Xiaoyang Lyu, Chirui Chang, Peng Dai, Yang-Tian Sun, Xiaojuan Qi

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Scene reconstruction from multi-view images is a fundamental problem in computer vision and graphics. Recent neural implicit surface reconstruction methods have achieved high-quality results; however editing and manipulating the 3D geometry of reconstructed scenes remains challenging due to the absence of naturally decomposed object entities and complex object/background compositions. In this paper we present Total-Decom a novel method for decomposed 3D reconstruction with minimal human interaction. Our approach seamlessly integrates the Segment Anything Model (SAM) with hybrid implicit-explicit neural surface representations and a mesh-based region-growing technique for accurate 3D object decomposition. Total-Decom requires minimal human annotations while providing users with real-time control over the granularity and quality of decomposition. We extensively evaluate our method on benchmark datasets and demonstrate its potential for downstream applications such as animation and scene editing.

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TokenHMR: Advancing Human Mesh Recovery with a Tokenized Pose Representation

Sai Kumar Dwivedi, Yu Sun, Priyanka Patel, Yao Feng, Michael J. Black

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We address the problem of regressing 3D human pose and shape from a single image with a focus on 3D accuracy. The current best methods leverage large datasets of 3D pseudo-ground-truth (p-GT) and 2D keypoints leading to robust performance. With such methods however we observe a paradoxical decline in 3D pose accuracy with increasing 2D accuracy. This is caused by biases in the p-GT and the use of an approximate camera projection model. We quantify the error induced by current camera models and show that fitting 2D keypoints and p-GT accurately causes incorrect 3D poses. Our analysis defines the invalid distances within which minimizing 2D and p-GT losses is detrimental. We use this to formulate a new loss "Threshold-Adaptive Loss Scaling" (TALS) that penalizes gross 2D and p-GT errors but not smaller ones. With such a loss there are many 3D poses that could equally explain the 2D evidence. To reduce this ambiguity we need a prior over valid human poses but such priors can introduce unwanted bias. To address this we exploit a tokenized representation of human pose and reformulate the problem as token prediction. This restricts the estimated poses to the space of valid poses effectively improving robustness to occlusion. Extensive experiments on the EMDB and 3DPW datasets show that our reformulated loss and tokenization allows us to train on in-the-wild data while improving 3D accuracy over the state-of-the-art. Our models and code are available for research at https://tokenhmr.is.tue.mpg.de.

Poster
Text-Conditioned Generative Model of 3D Strand-based Human Hairstyles

Vanessa Sklyarova, Egor Zakharov, Otmar Hilliges, Michael J. Black, Justus Thies

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We present HAAR a new strand-based generative model for 3D human hairstyles. Specifically based on textual inputs HAAR produces 3D hairstyles that could be used as production-level assets in modern computer graphics engines. Current AI-based generative models take advantage of powerful 2D priors to reconstruct 3D content in the form of point clouds meshes or volumetric functions. However by using the 2D priors they are intrinsically limited to only recovering the visual parts. Highly occluded hair structures can not be reconstructed with those methods and they only model the "outer shell" which is not ready to be used in physics-based rendering or simulation pipelines. In contrast we propose a first text-guided generative method that uses 3D hair strands as an underlying representation. Leveraging 2D visual question-answering (VQA) systems we automatically annotate synthetic hair models that are generated from a small set of artist-created hairstyles. This allows us to train a latent diffusion model that operates in a common hairstyle UV space. In qualitative and quantitative studies we demonstrate the capabilities of the proposed model and compare it to existing hairstyle generation approaches. For results please refer to our project page https://haar.is.tue.mpg.de/.

Poster
TexVocab: Texture Vocabulary-conditioned Human Avatars

Yuxiao Liu, Zhe Li, Yebin Liu, Haoqian Wang

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To adequately utilize the available image evidence in multi-view video-based avatar modeling we propose TexVocab a novel avatar representation that constructs a texture vocabulary and associates body poses with texture maps for animation. Given multi-view RGB videos our method initially back-projects all the available images in the training videos to the posed SMPL surface producing texture maps in the SMPL UV domain. Then we construct pairs of human poses and texture maps to establish a texture vocabulary for encoding dynamic human appearances under various poses. Unlike the commonly used joint-wise manner we further design a body-part-wise encoding strategy to learn the structural effects of the kinematic chain. Given a driving pose we query the pose feature hierarchically by decomposing the pose vector into several body parts and interpolating the texture features for synthesizing fine-grained human dynamics. Overall our method is able to create animatable human avatars with detailed and dynamic appearances from RGB videos and the experiments show that our method outperforms state-of-the-art approaches.

Poster
Template Free Reconstruction of Human-object Interaction with Procedural Interaction Generation

Xianghui Xie, Bharat Lal Bhatnagar, Jan Eric Lenssen, Gerard Pons-Moll

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Reconstructing human-object interaction in 3D from a single RGB image is a challenging task and existing data driven methods do not generalize beyond the objects present in the carefully curated 3D interaction datasets. Capturing large-scale real data to learn strong interaction and 3D shape priors is very expensive due to the combinatorial nature of human-object interactions. In this paper we propose ProciGen (Procedural interaction Generation) a method to procedurally generate datasets with both plausible interaction and diverse object variation. We generate 1M+ human-object interaction pairs in 3D and leverage this large-scale data to train our HDM (Hierarchical Diffusion Model) a novel method to reconstruct interacting human and unseen object instances without any templates. Our HDM is an image-conditioned diffusion model that learns both realistic interaction and highly accurate human and object shapes. Experiments show that our HDM trained with ProciGen significantly outperforms prior methods that require template meshes and our dataset allows training methods with strong generalization ability to unseen object instances. Our code and data are released.

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Summarize the Past to Predict the Future: Natural Language Descriptions of Context Boost Multimodal Object Interaction Anticipation

Razvan-George Pasca, Alexey Gavryushin, Muhammad Hamza, Yen-Ling Kuo, Kaichun Mo, Luc Van Gool, Otmar Hilliges, Xi Wang

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We study object interaction anticipation in egocentric videos. This task requires an understanding of the spatio-temporal context formed by past actions on objects coined "action context". We propose TransFusion a multimodal transformer-based architecture for short-term object interaction anticipation. Our method exploits the representational power of language by summarizing the action context textually after leveraging pre-trained vision-language foundation models to extract the action context from past video frames. The summarized action context and the last observed video frame are processed by the multimodal fusion module to forecast the next object interaction. Experiments on the Ego4D next active object interaction dataset show the effectiveness of our multimodal fusion model and highlight the benefits of using the power of foundation models and language-based context summaries in a task where vision may appear to suffice. Our novel approach outperforms all state-of-the-art methods on both versions of the Ego4D dataset.

Poster
SportsHHI: A Dataset for Human-Human Interaction Detection in Sports Videos

Tao Wu, Runyu He, Gangshan Wu, Limin Wang

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Video-based visual relation detection tasks such as video scene graph generation play important roles in fine-grained video understanding. However current video visual relation detection datasets have two main limitations that hinder the progress of research in this area. First they do not explore complex human-human interactions in multi-person scenarios. Second the relation types of existing datasets have relatively low-level semantics and can be often recognized by appearance or simple prior information without the need for detailed spatio-temporal context reasoning. Nevertheless comprehending high-level interactions between humans is crucial for understanding complex multi-person videos such as sports and surveillance videos. To address this issue we propose a new video visual relation detection task: video human-human interaction detection and build a dataset named SportsHHI for it. SportsHHI contains 34 high-level interaction classes from basketball and volleyball sports. 118075 human bounding boxes and 50649 interaction instances are annotated on 11398 keyframes. To benchmark this we propose a two-stage baseline method and conduct extensive experiments to reveal the key factors for a successful human-human interaction detector. We hope that SportsHHI can stimulate research on human interaction understanding in videos and promote the development of spatio-temporal context modeling techniques in video visual relation detection.

Poster
Spectrum AUC Difference (SAUCD): Human-aligned 3D Shape Evaluation

Tianyu Luan, Zhong Li, Lele Chen, Xuan Gong, Lichang Chen, Yi Xu, Junsong Yuan

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Existing 3D mesh shape evaluation metrics mainly focus on the overall shape but are usually less sensitive to local details. This makes them inconsistent with human evaluation as human perception cares about both overall and detailed shape. In this paper we propose an analytic metric named Spectrum Area Under the Curve Difference (SAUCD) that demonstrates better consistency with human evaluation. To compare the difference between two shapes we first transform the 3D mesh to the spectrum domain using the discrete Laplace-Beltrami operator and Fourier transform. Then we calculate the Area Under the Curve (AUC) difference between the two spectrums so that each frequency band that captures either the overall or detailed shape is equitably considered. Taking human sensitivity across frequency bands into account we further extend our metric by learning suitable weights for each frequency band which better aligns with human perception. To measure the performance of SAUCD we build a 3D mesh evaluation dataset called Shape Grading along with manual annotations from more than 800 subjects. By measuring the correlation between our metric and human evaluation we demonstrate that SAUCD is well aligned with human evaluation and outperforms previous 3D mesh metrics.

Poster
SocialCircle: Learning the Angle-based Social Interaction Representation for Pedestrian Trajectory Prediction

Conghao Wong, Beihao Xia, Ziqian Zou, Yulong Wang, Xinge You

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Analyzing and forecasting trajectories of agents like pedestrians and cars in complex scenes has become more and more significant in many intelligent systems and applications. The diversity and uncertainty in socially interactive behaviors among a rich variety of agents make this task more challenging than other deterministic computer vision tasks. Researchers have made a lot of efforts to quantify the effects of these interactions on future trajectories through different mathematical models and network structures but this problem has not been well solved. Inspired by marine animals that localize the positions of their companions underwater through echoes we build a new anglebased trainable social interaction representation named SocialCircle for continuously reflecting the context of social interactions at different angular orientations relative to the target agent. We validate the effect of the proposed SocialCircle by training it along with several newly released trajectory prediction models and experiments show that the SocialCircle not only quantitatively improves the prediction performance but also qualitatively helps better simulate social interactions when forecasting pedestrian trajectories in a way that is consistent with human intuitions.

Poster
Semantic Human Mesh Reconstruction with Textures

Xiaoyu Zhan, Jianxin Yang, Yuanqi Li, Jie Guo, Yanwen Guo, Wenping Wang

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The field of 3D detailed human mesh reconstruction has made significant progress in recent years. However current methods still face challenges when used in industrial applications due to unstable results low-quality meshes and a lack of UV unwrapping and skinning weights. In this paper we present SHERT a novel pipeline that can reconstruct semantic human meshes with textures and high-precision details. SHERT applies semantic- and normal-based sampling between the detailed surface (e.g. mesh and SDF) and the corresponding SMPL-X model to obtain a partially sampled semantic mesh and then generates the complete semantic mesh by our specifically designed self-supervised completion and refinement networks. Using the complete semantic mesh as a basis we employ a texture diffusion model to create human textures that are driven by both images and texts. Our reconstructed meshes have stable UV unwrapping high-quality triangle meshes and consistent semantic information. The given SMPL-X model provides semantic information and shape priors allowing SHERT to perform well even with incorrect and incomplete inputs. The semantic information also makes it easy to substitute and animate different body parts such as the face body and hands. Quantitative and qualitative experiments demonstrate that SHERT is capable of producing high-fidelity and robust semantic meshes that outperform state-of-the-art methods.

Poster
Seamless Human Motion Composition with Blended Positional Encodings

German Barquero, Sergio Escalera, Cristina Palmero

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Conditional human motion generation is an important topic with many applications in virtual reality gaming and robotics. While prior works have focused on generating motion guided by text music or scenes these typically result in isolated motions confined to short durations. Instead we address the generation of long continuous sequences guided by a series of varying textual descriptions. In this context we introduce FlowMDM the first diffusion-based model that generates seamless Human Motion Compositions (HMC) without any postprocessing or redundant denoising steps. For this we introduce the Blended Positional Encodings a technique that leverages both absolute and relative positional encodings in the denoising chain. More specifically global motion coherence is recovered at the absolute stage whereas smooth and realistic transitions are built at the relative stage. As a result we achieve state-of-the-art results in terms of accuracy realism and smoothness on the Babel and HumanML3D datasets. FlowMDM excels when trained with only a single description per motion sequence thanks to its Pose-Centric Cross-ATtention which makes it robust against varying text descriptions at inference time. Finally to address the limitations of existing HMC metrics we propose two new metrics: the Peak Jerk and the Area Under the Jerk to detect abrupt transitions.

Poster
ScoreHypo: Probabilistic Human Mesh Estimation with Hypothesis Scoring

Yuan Xu, Xiaoxuan Ma, Jiajun Su, Wentao Zhu, Yu Qiao, Yizhou Wang

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Monocular 3D human mesh estimation is an ill-posed problem characterized by inherent ambiguity and occlusion. While recent probabilistic methods propose generating multiple solutions little attention is paid to obtaining high-quality estimates from them. To address this limitation we introduce ScoreHypo a versatile framework by first leverages our novel HypoNet to generate multiple hypotheses followed by employing a meticulously designed scorer ScoreNet to evaluate and select high-quality estimates. ScoreHypo formulates the estimation process as a reverse denoising process where HypoNet produces a diverse set of plausible estimates that effectively align with the image cues. Subsequently ScoreNet is employed to rigorously evaluate and rank these estimates based on their quality and finally identify superior ones. Experimental results demonstrate that HypoNet outperforms existing state-of-the-art probabilistic methods as a multi-hypothesis mesh estimator. Moreover the estimates selected by ScoreNet significantly outperform random generation or simple averaging. Notably the trained ScoreNet exhibits generalizability as it can effectively score existing methods and significantly reduce their errors by more than 15%. Code and models are available at https://xy02-05.github.io/ScoreHypo.

Poster
Score-Guided Diffusion for 3D Human Recovery

Anastasis Stathopoulos, Ligong Han, Dimitris Metaxas

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We present Score-Guided Human Mesh Recovery (ScoreHMR) an approach for solving inverse problems for 3D human pose and shape reconstruction. These inverse problems involve fitting a human body model to image observations traditionally solved through optimization techniques. ScoreHMR mimics model fitting approaches but alignment with the image observation is achieved through score guidance in the latent space of a diffusion model. The diffusion model is trained to capture the conditional distribution of the human model parameters given an input image. By guiding its denoising process with a task-specific score ScoreHMR effectively solves inverse problems for various applications without the need for retraining the task-agnostic diffusion model. We evaluate our approach on three settings/applications. These are: (i) single-frame model fitting; (ii) reconstruction from multiple uncalibrated views; (iii) reconstructing humans in video sequences. ScoreHMR consistently outperforms all optimization baselines on popular benchmarks across all settings. We make our code and models available on the project website: https://statho.github.io/ScoreHMR.

Poster
Scaling Up Dynamic Human-Scene Interaction Modeling

Nan Jiang, Zhiyuan Zhang, Hongjie Li, Xiaoxuan Ma, Zan Wang, Yixin Chen, Tengyu Liu, Yixin Zhu, Siyuan Huang

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Confronting the challenges of data scarcity and advanced motion synthesis in human-scene interaction modeling we introduce the TRUMANS dataset alongside a novel HSI motion synthesis method. TRUMANS stands as the most comprehensive motion-captured HSI dataset currently available encompassing over 15 hours of human interactions across 100 indoor scenes. It intricately captures whole-body human motions and part-level object dynamics focusing on the realism of contact. This dataset is further scaled up by transforming physical environments into exact virtual models and applying extensive augmentations to appearance and motion for both humans and objects while maintaining interaction fidelity. Utilizing TRUMANS we devise a diffusion-based autoregressive model that efficiently generates HSI sequences of any length taking into account both scene context and intended actions. In experiments our approach shows remarkable zero-shot generalizability on a range of 3D scene datasets (e.g. PROX Replica ScanNet ScanNet++) producing motions that closely mimic original motion-captured sequences as confirmed by quantitative experiments and human studies.

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