CVPR 2025 论文列表

Conference on Computer Vision and Pattern Recognition

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2,872篇论文

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GBC-Splat: Generalizable Gaussian-Based Clothed Human Digitalization under Sparse RGB Cameras

Hanzhang Tu, Zhanfeng Liao, Boyao Zhou, Shunyuan Zheng, xilong zhou, Liuxin Zhang, QianYing Wang, Yebin Liu

展开摘要

We present an efficient approach for generalizable clothed human digitalization, termed GBC-Splat. Unlike previous methods that necessitate per-subject optimizations or discount watertight geometry, the proposed method is dedicated to reconstructing complete human shapes and Gaussian Splatting via sparse view RGB inputs in a feed-forward manner. We first extract a fine-grained mesh using a combination of implicit occupancy field regression and explicit disparity estimation between views. Gaussian primitives anchored on the mesh allow 6-DoF photorealistic view synthesis. The reconstructed high-quality geometry allows us to easily anchor Gaussian primitives to mesh surface according to surface normal and texture, which allows 6-DoF photorealistic novel view synthesis. In addition, we introduce a simple yet effective algorithm to subdivide Gaussian primitives in high-frequency areas to further enhance the visual quality. Without the assistance of human parametric models, our method can tackle loose garments, such as dresses and costumes. Our method outperforms state-of-the-art methods in terms of novel view synthesis while keeping high efficiency, enabling the potential of deployment in real-time applications.

Poster
Free-viewpoint Human Animation with Pose-correlated Reference Selection

Fa-Ting Hong, Zhan Xu, Haiyang Liu, Qinjie Lin, Luchuan Song, Zhixin Shu, Yang Zhou, Duygu Ceylan, Dan Xu

展开摘要

Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.

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FIction: 4D Future Interaction Prediction from Video

Kumar Ashutosh, Georgios Pavlakos, Kristen Grauman

展开摘要

Anticipating how a person will interact with objects in an environment is essential for activity understanding, but existing methods are limited to the 2D space of video frames--capturing physically ungrounded predictions of "what" and ignoring the "where" and "how". We introduce FIction for 4D future interaction prediction from videos. Given an input video of a human activity, the goal is to predict which objects at what 3D locations the person will interact with in the next time period (e.g., cabinet, fridge), and how they will execute that interaction (e.g., poses for bending, reaching, pulling). Our novel model FIction fuses the past video observation of the person's actions and their environment to predict both the "where" and "how" of future interactions. Through comprehensive experiments on a variety of activities and real-world environments in Ego-Exo4D, we show that our proposed approach outperforms prior autoregressive and (lifted) 2D video models substantially, with more than 30% relative gains.

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EnvPoser: Environment-aware Realistic Human Motion Estimation from Sparse Observations with Uncertainty Modeling

Songpengcheng Xia, Yu Zhang, Zhuo Su, Xiaozheng Zheng, Zheng Lv, Guidong Wang, Yongjie Zhang, Qi Wu, Lei Chu, Ling Pei

展开摘要

Estimating full-body motion using the tracking signals of head and hands from VR devices holds great potential for various applications. However, the sparsity and unique distribution of observations present a significant challenge, resulting in an ill-posed problem with multiple feasible solutions (i.e., hypotheses). This amplifies uncertainty and ambiguity in full-body motion estimation, especially for the lower-body joints. Therefore, we propose a new method, EnvPoser, that employs a two-stage framework to perform full-body motion estimation using sparse tracking signals and pre-scanned environment from VR devices. EnvPoser models the multi-hypothesis nature of human motion through an uncertainty-aware estimation module in the first stage. In the second stage, we refine these multi-hypothesis estimates by integrating semantic and geometric environmental constraints, ensuring that the final motion estimation aligns realistically with both the environmental context and physical interactions.Qualitative and quantitative experiments on two public datasets demonstrate that our method achieves state-of-the-art performance, highlighting significant improvements in human motion estimation within motion-environment interaction scenarios. Project page: https://xspc.github.io/EnvPoser/.

Poster
Enhanced Visual-Semantic Interaction with Tailored Prompts for Pedestrian Attribute Recognition

Junyi Wu, Yan Huang, Min Gao, Yuzhen Niu, Yuzhong Chen, Qiang Wu

展开摘要

Pedestrian attribute recognition (PAR) seeks to predict multiple semantic attributes associated with a specific pedestrian. There are two types of approaches for PAR: unimodal framework and bimodal framework. The former one is to seek a robust visual feature. However, the lack of exploiting semantic feature of linguistic modality is the main concern. The latter one utilizes prompt learning techniques to integrate linguistic data. However, static prompt templates and simple bimodal concatenation cannot to capture the extensive intra-class attribute variability and support active modalities collaboration. In this paper, we propose an Enhanced Visual-Semantic Interaction with Tailored Prompts (EVSITP) framework for PAR. We present an Image-Conditional Dual-Prompt Initialization Module (IDIM) to adaptively generate context-sensitive prompts from visual inputs. Subsequently, a Prompt Enhanced and Regularization Module (PERM) is proposed to strengthen linguistic information from IDIM. We further design a Bimodal Mutual Interaction Module (BMIM) to ensure bidirectional modalities communication. In addition, existing PAR datasets are collected over a short period in limited scenarios, which do not align with real-world scenarios. Therefore, we annotate a long-term person re-identification dataset to create a new PAR dataset, Celeb-PAR. Experiments on several challenging PAR datasets show that our method outperforms state-of-the-art approaches.

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Dyn-HaMR: Recovering 4D Interacting Hand Motion from a Dynamic Camera

Zhengdi Yu, Stefanos Zafeiriou, Tolga Birdal

展开摘要

We propose Dyn-HaMR, to the best of our knowledge, the first approach to reconstruct 4D global hand motion from monocular videos recorded by dynamic cameras in the wild. Reconstructing accurate 3D hand meshes from monocular videos is a crucial task for understanding human behaviour, with significant applications in augmented and virtual reality (AR/VR). However, existing methods for monocular hand reconstruction typically rely on a weak perspective camera model, which simulates hand motion within a limited camera frustum. As a result, these approaches struggle to recover the full 3D global trajectory and often produce noisy or incorrect depth estimations, particularly when the video is captured by dynamic or moving cameras, which is common in egocentric scenarios. Our \name consists of a multi-stage, multi-objective optimization pipeline, that factors in (i) simultaneous localization and mapping (SLAM) to robustly estimate relative camera motion, (ii) an interacting-hand prior for generative infilling and to refine the interaction dynamics, ensuring plausible recovery under (self-)occlusions, and (iii) hierarchical initialization through a combination of state-of-the-art hand tracking methods.

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DualTalk: Dual-Speaker Interaction for 3D Talking Head Conversations

Ziqiao Peng, Yanbo Fan, Haoyu Wu, Xuan Wang, Hongyan Liu, Jun He, Zhaoxin Fan

展开摘要

In face-to-face conversations, individuals need to switch between speaking and listening roles seamlessly. Existing 3D talking head generation models focus solely on speaking or listening, neglecting the natural dynamics of interactive conversation, which leads to unnatural interactions and awkward transitions. To address this issue, we propose a new task--multi-round dual-speaker interaction for 3D talking head generation--which requires models to handle and generate both speaking and listening behaviors in continuous conversation. To solve this task, we introduce DualTalk, a novel unified framework that integrates the dynamic behaviors of speakers and listeners to simulate realistic and coherent dialogue interactions. This framework not only synthesizes lifelike talking heads when speaking but also generates continuous and vivid non-verbal feedback when listening, effectively capturing the interplay between the roles. We also create a new dataset featuring 50 hours of multi-round conversations with over 1,000 characters, where participants continuously switch between speaking and listening roles. Extensive experiments demonstrate that our method significantly enhances the naturalness and expressiveness of 3D talking heads in dual-speaker conversations. We recommend watching the supplementary video: https://ziqiaopeng.github.io/dualtalk

Poster
Do Computer Vision Foundation Models Learn the Low-level Characteristics of the Human Visual System?

Yancheng Cai, Fei Yin, Dounia Hammou, Rafal Mantiuk

展开摘要

Computer vision foundation models, such as DINO or OpenCLIP, are trained in a self-supervised manner on large image datasets. Analogously, substantial evidence suggests that the human visual system (HVS) is influenced by the statistical distribution of colors and patterns in the natural world, characteristics also present in the training data of foundation models. The question we address in this paper is whether foundation models trained on natural images mimic some of the low-level characteristics of the human visual system, such as contrast detection, contrast masking, and contrast constancy. Specifically, we designed a protocol comprising nine test types to evaluate the image encoders of 45 foundation and generative models. Our results indicate that some foundation models (e.g., DINO, DINOv2, and OpenCLIP), share some of the characteristics of human vision, but other models show little resemblance. Foundation models tend to show smaller sensitivity to low contrast and rather irregular responses to contrast across frequencies. The foundation models show the best agreement with human data in terms of contrast masking. Our findings suggest that human vision and computer vision may take both similar and different paths when learning to interpret images of the real world. Overall, while differences remain, foundation models trained on vision tasks start to align with low-level human vision, with DINOv2 showing the closest resemblance. Our code is available on https://github.com/caiyancheng/VFM_HVS_CVPR2025.

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DiSRT-In-Bed: Diffusion-Based Sim-to-Real Transfer Framework for In-Bed Human Mesh Recovery

Jing Gao, Ce Zheng, Laszlo A. Jeni, Zackory Erickson

展开摘要

In-bed human mesh recovery can be crucial and enabling for several healthcare applications, including sleep pattern monitoring, rehabilitation support, and pressure ulcer prevention. However, it is difficult to collect large real-world visual datasets in this domain, in part due to privacy and expense constraints, which in turn presents significant challenges for training and deploying deep learning models. Existing in-bed human mesh estimation methods often rely heavily on real-world data, limiting their ability to generalize across different in-bed scenarios, such as varying coverings and environmental settings. To address this, we propose a Sim-to-Real Transfer Framework for in-bed human mesh recovery from overhead depth images, which leverages large-scale synthetic data alongside limited or no real-world samples. We introduce a diffusion model that bridges the gap between synthetic data and real data to support generalization in real-world in-bed pose and body inference scenarios. Extensive experiments and ablation studies validate the effectiveness of our framework, demonstrating significant improvements in robustness and adaptability across diverse healthcare scenarios. Project page can be found at https://jing-g2.github.io/DiSRT-In-Bed/.

Poster
Deterministic-to-Stochastic Diverse Latent Feature Mapping for Human Motion Synthesis

Yu Hua, Weiming Liu, Gui Xu, Yaqing Hou, Yew-Soon Ong, Qiang Zhang

展开摘要

Human motion synthesis aims to generate plausible human motion sequences, which has raised widespread attention in computer animation. Recent score-based generative models (SGMs) have demonstrated impressive results on this task. However, their training process involves complex curvature trajectories, leading to unstable training process.In this paper, we propose a Deterministic-to-Stochastic Diverse Latent Feature Mapping (DSDFM) method for human motion synthesis.DSDFM consists of two stages. The first human motion reconstruction stage aims to learn the latent space distribution of human motions. The second diverse motion generation stage aims to build connections between the Gaussian distribution and the latent space distribution of human motions, thereby enhancing the diversity and accuracy of the generated human motions. This stage is achieved by the designed deterministic feature mapping procedure with DerODE and stochastic diverse output generation procedure with DivSDE. DSDFM is easy to train compared to previous SGMs-based methods and can enhance diversity without introducing additional training parameters.Through qualitative and quantitative experiments, DSDFM achieves state-of-the-art results surpassing the latest methods, validating its superiority in human motion synthesis.

Poster
D^3-Human: Dynamic Disentangled Digital Human from Monocular Video

Honghu Chen, Bo Peng, Yunfan Tao, Juyong Zhang

展开摘要

We introduce \text D ^3\text -Human , a method for reconstructing Dynamic Disentangled Digital Human geometry from monocular videos. Past monocular video human reconstruction primarily focuses on reconstructing undecoupled clothed human bodies or only reconstructing clothing, making it difficult to apply directly in applications such as animation production. The challenge in reconstructing decoupled clothing and body lies in the occlusion caused by clothing over the body. To this end, the details of the visible area and the plausibility of the invisible area must be ensured during the reconstruction process. Our proposed method combines explicit and implicit representations to model the decoupled clothed human body, leveraging the robustness of explicit representations and the flexibility of implicit representations. Specifically, we reconstruct the visible region as SDF and propose a novel human manifold signed distance field (hmSDF) to segment the visible clothing and visible body, and then merge the visible and invisible body. Extensive experimental results demonstrate that, compared with existing reconstruction schemes, \text D ^3\text -Human can achieve high-quality decoupled reconstruction of the human body wearing different clothing, and can be directly applied to clothing transfer and animation production.

Poster
ChatHuman: Chatting about 3D Humans with Tools

Jing Lin, Yao Feng, Weiyang Liu, Michael J. Black

展开摘要

Numerous methods have been proposed to detect, estimate, and analyze properties of people in images, including the estimation of 3D pose, shape, contact, human-object interaction, emotion, and more. While widely applicable in vision and other areas, such methods require expert knowledge to select, use, and interpret the results. To address this, we introduce ChatHuman, a language-driven system that combines and integrates the skills of these specialized methods. ChatHuman functions as an assistant proficient in utilizing, analyzing, and interacting with tools specific to 3D human tasks, adeptly discussing and resolving related challenges. Built on a Large Language Model (LLM) framework, ChatHuman is trained to autonomously select, apply, and interpret a diverse set of tools in response to user inputs. Adapting LLMs to 3D human tasks presents challenges, including the need for domain-specific knowledge and the ability to interpret complex 3D outputs. The innovative features of ChatHuman include leveraging academic publications to instruct the LLM how to use the tools, employing a retrieval-augmented generation model to create in-context learning examples for managing new tools, and effectively discriminating and integrating tool results to enhance tasks related to 3D humans by transforming specialized 3D outputs into comprehensible formats. Our experiments demonstrate that ChatHuman surpasses existing models in both tool selection accuracy and overall performance across various 3D human tasks, and it supports interactive chatting with users. ChatHuman represents a significant step toward consolidating diverse analytical methods into a unified, robust system for 3D human tasks.

Poster
ChainHOI: Joint-based Kinematic Chain Modeling for Human-Object Interaction Generation

Ling-An Zeng, Guohong Huang, Yi-Lin Wei, Shengbo Gu, Yu-Ming Tang, Jingke Meng, Wei-Shi Zheng

展开摘要

We propose ChainHOI, a novel approach for text-driven human-object interaction (HOI) generation that explicitly models interactions at both the joint and kinetic chain levels. Unlike existing methods that implicitly model interactions using full-body poses as tokens, we argue that explicitly modeling joint-level interactions is more natural and effective for generating realistic HOIs, as it directly captures the geometric and semantic relationships between joints, rather than modeling interactions in the latent pose space. To this end, ChainHOI introduces a novel joint graph to capture potential interactions with objects, and a Generative Spatiotemporal Graph Convolution Network to explicitly model interactions at the joint level. Furthermore, we propose a Kinematics-based Interaction Module that explicitly models interactions at the kinetic chain level, ensuring more realistic and biomechanically coherent motions. Evaluations on two public datasets demonstrate that ChainHOI significantly outperforms previous methods, generating more realistic, and semantically consistent HOIs.

Poster
Certified Human Trajectory Prediction

Mohammadhossein Bahari, Saeed Saadatnejad, Amirhossein Askari Farsangi, Seyed-Mohsen Moosavi-Dezfooli, Alexandre Alahi

展开摘要

Predicting human trajectories is essential for the safe operation of autonomous vehicles, yet current data-driven models often lack robustness in case of noisy inputs such as adversarial examples or imperfect observations. Although some trajectory prediction methods have been developed to provide empirical robustness, these methods are heuristic and do not offer guaranteed robustness. In this work, we propose a certification approach tailored for trajectory prediction that provides guaranteed robustness. To this end, we address the unique challenges associated with trajectory prediction, such as unbounded outputs and multi-modality. To mitigate the inherent performance drop through certification, we propose a diffusion-based trajectory denoiser and integrate it into our method. Moreover, we introduce new certified performance metrics to reliably measure the trajectory prediction performance. Through comprehensive experiments, we demonstrate the accuracy and robustness of the certified predictors and highlight their advantages over the non-certified ones. The code is available online: https://s-attack.github.io/

Poster
CORE4D: A 4D Human-Object-Human Interaction Dataset for Collaborative Object REarrangement

Yun Liu, Chengwen Zhang, Ruofan Xing, Bingda Tang, Bowen Yang, Li Yi

展开摘要

Understanding how humans cooperatively rearrange household objects is critical for VR/AR and human-robot interaction. However, in-depth studies on modeling these behaviors are under-researched due to the lack of relevant datasets. We fill this gap by presenting CORE4D, a novel large-scale 4D human-object-human interaction dataset focusing on collaborative object rearrangement, which encompasses diverse compositions of various object geometries, collaboration modes, and 3D scenes. With 1K human-object-human motion sequences captured in the real world, we enrich CORE4D by contributing an iterative collaboration retargeting strategy to augment motions to a variety of novel objects. Leveraging this approach, CORE4D comprises a total of 11K collaboration sequences spanning 3K real and virtual object shapes. Benefiting from extensive motion patterns provided by CORE4D, we benchmark two tasks aiming at generating human-object interaction: human-object motion forecasting and interaction synthesis. Extensive experiments demonstrate the effectiveness of our collaboration retargeting strategy and indicate that CORE4D has posed new challenges to existing human-object interaction generation methodologies.

Poster
CARE Transformer: Mobile-Friendly Linear Visual Transformer via Decoupled Dual Interaction

Yuan Zhou, Qingshan Xu, Jiequan Cui, Junbao Zhou, Jing Zhang, Richang Hong, Hanwang Zhang

展开摘要

Recently, large efforts have been made to design efficient linear-complexity visual Transformers. However, current linear attention models are generally unsuitable to be deployed in resource-constrained mobile devices, due to suffering from either few efficiency gains or significant accuracy drops. In this paper, we propose a new deCoupled duAl-interactive lineaR attEntion (CARE) mechanism, revealing that features' decoupling and interaction can fully unleash the power of linear attention. We first propose an asymmetrical feature decoupling strategy that asymmetrically decouples the learning process for local inductive bias and long-range dependencies, thereby preserving sufficient local and global information while effectively enhancing the efficiency of models. Then, a dynamic memory unit is employed to maintain critical information along the network pipeline. Moreover, we design a dual interaction module to effectively facilitate interaction between local inductive bias and long-range information as well as among features at different layers. By adopting a decoupled learning way and fully exploiting complementarity across features, our method can achieve both high efficiency and accuracy. Extensive experiments on ImageNet-1K, COCO, and ADE20K datasets demonstrate the effectiveness of our approach, e.g., achieving 78.4/82.1% top-1 accuracy on ImagegNet-1K at the cost of only 0.7/1.9 GMACs. Codes will be released on github.

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BimArt: A Unified Approach for the Synthesis of 3D Bimanual Interaction with Articulated Objects

Wanyue Zhang, Rishabh Dabral, Vladislav Golyanik, Vasileios Choutas, Eduardo Alvarado, Thabo Beeler, Marc Habermann, Christian Theobalt

展开摘要

We present BimArt, a novel generative approach for synthesizing 3D bimanual hand interactions with articulated objects. Unlike prior works, we do not rely on a reference grasp, a coarse hand trajectory, or separate modes for grasping and articulating. To achieve this, we first generate distance-based contact maps conditioned on the object trajectory with an articulation-aware feature representation, revealing rich bimanual patterns for manipulation. The learned contact prior is then used to guide our hand motion generator, producing diverse and realistic bimanual motions for object movement and articulation. Our work offers key insights into feature representation and contact prior for articulated objects, demonstrating their effectiveness in taming the complex, high-dimensional space of bimanual hand-object interactions. Through comprehensive quantitative experiments, we demonstrate a clear step towards simplified and high-quality hand-object animations that excel over the state-of-the-art in motion quality and diversity.

Poster
BIGS: Bimanual Category-agnostic Interaction Reconstruction from Monocular Videos via 3D Gaussian Splatting

Jeongwan On, Kyeonghwan Gwak, Gunyoung Kang, Junuk Cha, Soohyun Hwang, Hyein Hwang, Seungryul Baek

展开摘要

Reconstructing 3Ds of hand-object interaction (HOI) is a fundamental problem that can find numerous applications. Despite recent advances, there is no comprehensive pipeline yet for bimanual class-agnostic interaction reconstruction from a monocular RGB video, where two hands and an unknown object are interacting with each other. Previous works tackled the limited hand-object interaction case, where object templates are pre-known or only one hand is involved in the interaction. The bimanual interaction reconstruction exhibits severe occlusions introduced by complex interactions between two hands and an object. To solve this, we first introduce BIGS (Bimanual Interaction 3D Gaussian Splatting), a method that reconstructs 3D Gaussians of hands and an unknown object from a monocular video. To robustly obtain object Gaussians avoiding severe occlusions, we leverage prior knowledge of pre-trained diffusion model with score distillation sampling (SDS) loss, to reconstruct unseen object parts. For hand Gaussians, we exploit the 3D priors of hand model (i.e., MANO) and share a single Gaussian for two hands to effectively accumulate hand 3D information, given limited views. To further consider the 3D alignment between hands and objects, we include the interacting-subjects optimization step during Gaussian optimization. Our method achieves the state-of-the-art accuracy on two challenging datasets, in terms of 3D hand pose estimation (MPJPE), 3D object reconstruction (CDh, CDo, F10), and rendering quality (PSNR, SSIM, LPIPS), respectively.

Poster
Are Spatial-Temporal Graph Convolution Networks for Human Action Recognition Over-Parameterized?

Jianyang Xie, Yitian Zhao, Yanda Meng, He Zhao, Anh Nguyen, Yalin Zheng

展开摘要

Spatial-temporal graph convolutional networks (ST-GCNs) showcase impressive performance in skeleton-based human action recognition (HAR). However, despite the development of numerous models, their recognition performance does not differ significantly after aligning the input settings. With this observation, we hypothesize that ST-GCNs are over-parameterized for HAR, a conjecture subsequently confirmed through experiments employing the lottery ticket hypothesis. Additionally, a novel sparse ST-GCNs generator is proposed, which trains a sparse architecture from a randomly initialized dense network while maintaining comparable performance levels to the dense components. Moreover, we generate multi-level sparsity ST-GCNs by integrating sparse structures at various sparsity levels and demonstrate that the assembled model yields a significant enhancement in HAR performance. Thorough experiments on four datasets, including NTU-RGB+D 60(120), Kinetics-400, and FineGYM, demonstrate that the proposed sparse ST-GCNs can achieve comparable performance to their dense components. Even with 95% fewer parameters, the sparse ST-GCNs exhibit a degradation of <1% in top-1 accuracy. Meanwhile, the multi-level sparsity ST-GCNs, which require only 66% of the parameters of the dense ST-GCNs, demonstrate an improvement of >1% in top-1 accuracy. The code is available at https://github.com/davelailai/Sparse-ST-GCN.

Poster