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Unified Pose Sequence Modeling

Lin Geng Foo, Tianjiao Li, Hossein Rahmani, Qiuhong Ke, Jun Liu

We propose a Unified Pose Sequence Modeling approach to unify heterogeneous human behavior understanding tasks based on pose data, e.g., action recognition, 3D pose estimation and 3D early action prediction. A major obstacle is that different pose-based tasks require different output data formats. Specifically, the action recognition and prediction tasks require class predictions as outputs, while 3D pose estimation requires a human pose output, which limits existing methods to leverage task-specific network architectures for each task. Hence, in this paper, we propose a novel Unified Pose Sequence (UPS) model to unify heterogeneous output formats for the aforementioned tasks by considering text-based action labels and coordinate-based human poses as language sequences. Then, by optimizing a single auto-regressive transformer, we can obtain a unified output sequence that can handle all the aforementioned tasks. Moreover, to avoid the interference brought by the heterogeneity between different tasks, a dynamic routing mechanism is also proposed to empower our UPS with the ability to learn which subsets of parameters should be shared among different tasks. To evaluate the efficacy of the proposed UPS, extensive experiments are conducted on four different tasks with four popular behavior understanding benchmarks.

当前中文摘要缺失,已展示英文摘要。

RaBit: Parametric Modeling of 3D Biped Cartoon Characters With a Topological-Consistent Dataset

Zhongjin Luo, Shengcai Cai, Jinguo Dong, Ruibo Ming, Liangdong Qiu, Xiaohang Zhan, Xiaoguang Han

Assisting people in efficiently producing visually plausible 3D characters has always been a fundamental research topic in computer vision and computer graphics. Recent learning-based approaches have achieved unprecedented accuracy and efficiency in the area of 3D real human digitization. However, none of the prior works focus on modeling 3D biped cartoon characters, which are also in great demand in gaming and filming. In this paper, we introduce 3DBiCar, the first large-scale dataset of 3D biped cartoon characters, and RaBit, the corresponding parametric model. Our dataset contains 1,500 topologically consistent high-quality 3D textured models which are manually crafted by professional artists. Built upon the data, RaBit is thus designed with a SMPL-like linear blend shape model and a StyleGAN-based neural UV-texture generator, simultaneously expressing the shape, pose, and texture. To demonstrate the practicality of 3DBiCar and RaBit, various applications are conducted, including single-view reconstruction, sketch-based modeling, and 3D cartoon animation. For the single-view reconstruction setting, we find a straightforward global mapping from input images to the output UV-based texture maps tends to lose detailed appearances of some local parts (e.g., nose, ears). Thus, a part-sensitive texture reasoner is adopted to make all important local areas perceived. Experiments further demonstrate the effectiveness of our method both qualitatively and quantitatively. 3DBiCar and RaBit are available at gaplab.cuhk.edu.cn/projects/RaBit.

当前中文摘要缺失,已展示英文摘要。

Physically Realizable Natural-Looking Clothing Textures Evade Person Detectors via 3D Modeling

Zhanhao Hu, Wenda Chu, Xiaopei Zhu, Hui Zhang, Bo Zhang, Xiaolin Hu

Recent works have proposed to craft adversarial clothes for evading person detectors, while they are either only effective at limited viewing angles or very conspicuous to humans. We aim to craft adversarial texture for clothes based on 3D modeling, an idea that has been used to craft rigid adversarial objects such as a 3D-printed turtle. Unlike rigid objects, humans and clothes are non-rigid, leading to difficulties in physical realization. In order to craft natural-looking adversarial clothes that can evade person detectors at multiple viewing angles, we propose adversarial camouflage textures (AdvCaT) that resemble one kind of the typical textures of daily clothes, camouflage textures. We leverage the Voronoi diagram and Gumbel-softmax trick to parameterize the camouflage textures and optimize the parameters via 3D modeling. Moreover, we propose an efficient augmentation pipeline on 3D meshes combining topologically plausible projection (TopoProj) and Thin Plate Spline (TPS) to narrow the gap between digital and real-world objects. We printed the developed 3D texture pieces on fabric materials and tailored them into T-shirts and trousers. Experiments show high attack success rates of these clothes against multiple detectors.

当前中文摘要缺失,已展示英文摘要。

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

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.

当前中文摘要缺失,已展示英文摘要。

Learning From Unique Perspectives: User-Aware Saliency Modeling

Shi Chen, NACHIAPPAN VALLIAPPAN, Shaolei Shen, Xinyu Ye, Kai Kohlhoff, Junfeng He

Everyone is unique. Given the same visual stimuli, people's attention is driven by both salient visual cues and their own inherent preferences. Knowledge of visual preferences not only facilitates understanding of fine-grained attention patterns of diverse users, but also has the potential of benefiting the development of customized applications. Nevertheless, existing saliency models typically limit their scope to attention as it applies to the general population and ignore the variability between users' behaviors. In this paper, we identify the critical roles of visual preferences in attention modeling, and for the first time study the problem of user-aware saliency modeling. Our work aims to advance attention research from three distinct perspectives: (1) We present a new model with the flexibility to capture attention patterns of various combinations of users, so that we can adaptively predict personalized attention, user group attention, and general saliency at the same time with one single model; (2) To augment models with knowledge about the composition of attention from different users, we further propose a principled learning method to understand visual attention in a progressive manner; and (3) We carry out extensive analyses on publicly available saliency datasets to shed light on the roles of visual preferences. Experimental results on diverse stimuli, including naturalistic images and web pages, demonstrate the advantages of our method in capturing the distinct visual behaviors of different users and the general saliency of visual stimuli.

当前中文摘要缺失,已展示英文摘要。

Generalized Relation Modeling for Transformer Tracking

Shenyuan Gao, Chunluan Zhou, Jun Zhang

Compared with previous two-stream trackers, the recent one-stream tracking pipeline, which allows earlier interaction between the template and search region, has achieved a remarkable performance gain. However, existing one-stream trackers always let the template interact with all parts inside the search region throughout all the encoder layers. This could potentially lead to target-background confusion when the extracted feature representations are not sufficiently discriminative. To alleviate this issue, we propose a generalized relation modeling method based on adaptive token division. The proposed method is a generalized formulation of attention-based relation modeling for Transformer tracking, which inherits the merits of both previous two-stream and one-stream pipelines whilst enabling more flexible relation modeling by selecting appropriate search tokens to interact with template tokens. An attention masking strategy and the Gumbel-Softmax technique are introduced to facilitate the parallel computation and end-to-end learning of the token division module. Extensive experiments show that our method is superior to the two-stream and one-stream pipelines and achieves state-of-the-art performance on six challenging benchmarks with a real-time running speed.

当前中文摘要缺失,已展示英文摘要。

DANI-Net: Uncalibrated Photometric Stereo by Differentiable Shadow Handling, Anisotropic Reflectance Modeling, and Neural Inverse Rendering

Zongrui Li, Qian Zheng, Boxin Shi, Gang Pan, Xudong Jiang

Uncalibrated photometric stereo (UPS) is challenging due to the inherent ambiguity brought by the unknown light. Although the ambiguity is alleviated on non-Lambertian objects, the problem is still difficult to solve for more general objects with complex shapes introducing irregular shadows and general materials with complex reflectance like anisotropic reflectance. To exploit cues from shadow and reflectance to solve UPS and improve performance on general materials, we propose DANI-Net, an inverse rendering framework with differentiable shadow handling and anisotropic reflectance modeling. Unlike most previous methods that use non-differentiable shadow maps and assume isotropic material, our network benefits from cues of shadow and anisotropic reflectance through two differentiable paths. Experiments on multiple real-world datasets demonstrate our superior and robust performance.

当前中文摘要缺失,已展示英文摘要。

CloSET: Modeling Clothed Humans on Continuous Surface With Explicit Template Decomposition

Hongwen Zhang, Siyou Lin, Ruizhi Shao, Yuxiang Zhang, Zerong Zheng, Han Huang, Yandong Guo, Yebin Liu

Creating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned implicit template, which have limitations in capturing details or hinder end-to-end learning. In this paper, we revisit point-based solutions and propose to decompose explicit garment-related templates and then add pose-dependent wrinkles to them. In this way, the clothing deformations are disentangled such that the pose-dependent wrinkles can be better learned and applied to unseen poses. Additionally, to tackle the seam artifact issues in recent state-of-the-art point-based methods, we propose to learn point features on a body surface, which establishes a continuous and compact feature space to capture the fine-grained and pose-dependent clothing geometry. To facilitate the research in this field, we also introduce a high-quality scan dataset of humans in real-world clothing. Our approach is validated on two existing datasets and our newly introduced dataset, showing better clothing deformation results in unseen poses. The project page with code and dataset can be found at https://www.liuyebin.com/closet.

当前中文摘要缺失,已展示英文摘要。

BAAM: Monocular 3D Pose and Shape Reconstruction With Bi-Contextual Attention Module and Attention-Guided Modeling

Hyo-Jun Lee, Hanul Kim, Su-Min Choi, Seong-Gyun Jeong, Yeong Jun Koh

3D traffic scene comprises various 3D information about car objects, including their pose and shape. However, most recent studies pay relatively less attention to reconstructing detailed shapes. Furthermore, most of them treat each 3D object as an independent one, resulting in losses of relative context inter-objects and scene context reflecting road circumstances. A novel monocular 3D pose and shape reconstruction algorithm, based on bi-contextual attention and attention-guided modeling (BAAM), is proposed in this work. First, given 2D primitives, we reconstruct 3D object shape based on attention-guided modeling that considers the relevance between detected objects and vehicle shape priors. Next, we estimate 3D object pose through bi-contextual attention, which leverages relation-context inter objects and scene-context between an object and road environment. Finally, we propose a 3D non maximum suppression algorithm to eliminate spurious objects based on their Bird-Eye-View distance. Extensive experiments demonstrate that the proposed BAAM yields state-of-the-art performance on ApolloCar3D. Also, they show that the proposed BAAM can be plugged into any mature monocular 3D object detector on KITTI and significantly boost their performance.

当前中文摘要缺失,已展示英文摘要。
用户建模 · CVPR 2023 | paperlist.ai