论文列表

应用 · human computer interaction

展示标题、作者、摘要和链接

主题画像

基于离线统计快照,无需实时查询数据库

查看全库趋势页

年份分布

会议分布

结果数 61

MindSearch: Mimicking Human Minds Elicits Deep AI Searcher

Zehui Chen, Kuikun Liu, Qiuchen Wang, Jiangning Liu, Wenwei Zhang, Kai Chen, Feng Zhao

Information seeking and integration is a complex cognitive task that consumes enormous time and effort. Inspired by the remarkable progress of Large Language Models, recent works attempt to solve this task by combining LLMs and search engines. However, these methods still obtain unsatisfying performance due to three challenges: (1) complex requests often cannot be accurately and completely retrieved by the search engine once (2) corresponding information to be integrated is spread over multiple web pages along with massive noise, and (3) a large number of web pages with long contents may quickly exceed the maximum context length of LLMs. Inspired by the cognitive process when humans solve these problems, we introduce MindSearch to mimic the human minds in web information seeking and integration, which can be instantiated by a simple yet effective LLM-based multi-agent framework. The WebPlanner models the human mind of multi-step information seeking as a dynamic graph construction process: it decomposes the user query into atomic sub-questions as nodes in the graph and progressively extends the graph based on the search result from WebSearcher. Tasked with each sub-question, WebSearcher performs hierarchical information retrieval with search engines and collects valuable information for WebPlanner. The multi-agent design of MindSearch enables the whole framework to seek and integrate information parallelly from larger-scale (e.g., more than 300) web pages in 3 minutes, which is worth 3 hours of human effort. MindSearch demonstrates significant improvement in the response quality in terms of depth and breadth, on both close-set and open-set QA problems. Besides, responses from MindSearch based on InternLM2.5-7B are preferable by humans to ChatGPT-Web and Perplexity.ai applications, which implies that MindSearch can already deliver a competitive solution to the proprietary AI search engine.

当前中文摘要缺失,已展示英文摘要。

Credit-based self organizing maps: training deep topographic networks with minimal performance degradation

Amirozhan Dehghani, Xinyu Qian, Asa Farahani, Pouya Bashivan

In the primate neocortex, neurons with similar function are often found to be spatially close. Kohonen's self-organizing map (SOM) has been one of the most influential approaches for simulating brain-like topographical organization in artificial neural network models. However, integrating these maps into deep neural networks with multitude of layers has been challenging, with self-organized deep neural networks suffering from substantially diminished capacity to perform visual recognition. We identified a key factor leading to the performance degradation in self-organized topographical neural network models: the discord between predominantly bottom-up learning updates in the self-organizing maps, and those derived from top-down, credit-based learning approaches. To address this, we propose an alternative self organization algorithm, tailored to align with the top-down learning processes in deep neural networks. This model not only emulates critical aspects of cortical topography but also significantly narrows the performance gap between non-topographical and topographical models. This advancement underscores the substantial importance of top-down assigned credits in shaping topographical organization. Our findings are a step in reconciling topographical modeling with the functional efficacy of neural network models, paving the way for more brain-like neural architectures.

当前中文摘要缺失,已展示英文摘要。

Seeing Eye to AI: Human Alignment via Gaze-Based Response Rewards for Large Language Models

Ángela López-Cardona, Carlos Segura, Alexandros Karatzoglou, Sergi Abadal, Ioannis Arapakis

Advancements in Natural Language Processing (NLP), have led to the emergence of Large Language Models (LLMs) such as GPT, Llama, Claude, and Gemini, which excel across a range of tasks but require extensive fine-tuning to align their outputs with human expectations. A widely used method for achieving this alignment is Reinforcement Learning from Human Feedback (RLHF), which, despite its success, faces challenges in accurately modelling human preferences. In this paper, we introduce GazeReward, a novel framework that integrates implicit feedback -- and specifically eye-tracking (ET) data -- into the Reward Model (RM). In addition, we explore how ET-based features can provide insights into user preferences. Through ablation studies we test our framework with different integration methods, LLMs, and ET generator models, demonstrating that our approach significantly improves the accuracy of the RM on established human preference datasets. This work advances the ongoing discussion on optimizing AI alignment with human values, exploring the potential of cognitive data for shaping future NLP research.

当前中文摘要缺失,已展示英文摘要。

MetaMetrics: Calibrating Metrics for Generation Tasks Using Human Preferences

Genta Indra Winata, David Anugraha, Lucky Susanto, Garry Kuwanto, Derry Tanti Wijaya

Understanding the quality of a performance evaluation metric is crucial for ensuring that model outputs align with human preferences. However, it remains unclear how well each metric captures the diverse aspects of these preferences, as metrics often excel in one particular area but not across all dimensions. To address this, it is essential to systematically calibrate metrics to specific aspects of human preference, catering to the unique characteristics of each aspect. We introduce MetaMetrics, a calibrated meta-metric designed to evaluate generation tasks across different modalities in a supervised manner. MetaMetrics optimizes the combination of existing metrics to enhance their alignment with human preferences. Our metric demonstrates flexibility and effectiveness in both language and vision downstream tasks, showing significant benefits across various multilingual and multi-domain scenarios. MetaMetrics aligns closely with human preferences and is highly extendable and easily integrable into any application. This makes MetaMetrics a powerful tool for improving the evaluation of generation tasks, ensuring that metrics are more representative of human judgment across diverse contexts.

当前中文摘要缺失,已展示英文摘要。

Proactive Agent: Shifting LLM Agents from Reactive Responses to Active Assistance

Yaxi Lu, Shenzhi Yang, Cheng Qian, Guirong Chen, Qinyu Luo, Yesai Wu, Huadong Wang, Xin Cong, Zhong Zhang, Yankai Lin, Weiwen Liu, Yasheng Wang, Zhiyuan Liu, Fangming Liu, Maosong Sun

Agents powered by large language models have shown remarkable abilities in solving complex tasks. However, most agent systems remain reactive, limiting their effectiveness in scenarios requiring foresight and autonomous decision-making. In this paper, we tackle the challenge of developing proactive agents capable of anticipating and initiating tasks without explicit human instructions. We propose a novel data-driven approach for this problem. Firstly, we collect real-world human activities to generate proactive task predictions. These predictions are then labeled by human annotators as either accepted or rejected. The labeled data is used to train a reward model that simulates human judgment and serves as an automatic evaluator of the proactiveness of LLM agents. Building on this, we develop a comprehensive data generation pipeline to create a diverse dataset, ProactiveBench, containing 6,790 events. Finally, we demonstrate that fine-tuning models with the proposed ProactiveBench can significantly elicit the proactiveness of LLM agents. Experimental results show that our fine-tuned model achieves an F1-Score of 66.47% in proactively offering assistance, outperforming all open-source and close-source models. These results highlight the potential of our method in creating more proactive and effective agent systems, paving the way for future advancements in human-agent collaboration.

当前中文摘要缺失,已展示英文摘要。

Articulate-Anything: Automatic Modeling of Articulated Objects via a Vision-Language Foundation Model

Long Le, Jason Xie, William Liang, Hung-Ju Wang, Yue Yang, Yecheng Jason Ma, Kyle Vedder, Arjun Krishna, Dinesh Jayaraman, ERIC EATON

Interactive 3D simulated objects are crucial in AR/VR, animations, and robotics, driving immersive experiences and advanced automation. However, creating these articulated objects requires extensive human effort and expertise, limiting their broader applications. To overcome this challenge, we present Articulate-Anything, a system that automates the articulation of diverse, complex objects from many input modalities, including text, images, and videos. Articulate-Anything leverages vision-language models (VLMs) to generate code that can be compiled into an interactable digital twin for use in standard 3D simulators. Our system exploits existing 3D asset datasets via a mesh retrieval mechanism, along with an actor-critic system that iteratively proposes, evaluates, and refines solutions for articulating the objects, self-correcting errors to achieve a robust out- come. Qualitative evaluations demonstrate Articulate-Anything's capability to articulate complex and even ambiguous object affordances by leveraging rich grounded inputs. In extensive quantitative experiments on the standard PartNet-Mobility dataset, Articulate-Anything substantially outperforms prior work, increasing the success rate from 8.7-11.6\% to 75\% and setting a new bar for state-of-art performance. We further showcase the utility of our generated assets by using them to train robotic policies for fine-grained manipulation tasks that go beyond basic pick and place.

当前中文摘要缺失,已展示英文摘要。

DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single Image

Qingxuan Wu, Zhiyang Dou, Sirui Xu, Soshi Shimada, Chen Wang, Zhengming Yu, Yuan Liu, Cheng Lin, Zeyu Cao, Taku Komura, Vladislav Golyanik, Christian Theobalt, Wenping Wang, Lingjie Liu

Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The previous state-of-the-art, Decaf, employs a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the- wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. The code will be available at: https://github.com/Qingxuan-Wu/DICE.

当前中文摘要缺失,已展示英文摘要。

Neuralized Markov Random Field for Interaction-Aware Stochastic Human Trajectory Prediction

Zilin Fang, David Hsu, Gim Hee Lee

Interactive human motions and the continuously changing nature of intentions pose significant challenges for human trajectory prediction. In this paper, we present a neuralized Markov random field (MRF)-based motion evolution method for probabilistic interaction-aware human trajectory prediction. We use MRF to model each agent's motion and the resulting crowd interactions over time, hence is robust against noisy observations and enables group reasoning. We approximate the modeled distribution using two conditional variational autoencoders (CVAEs) for efficient learning and inference. Our proposed method achieves state-of-the-art performance on ADE/FDE metrics across two dataset categories: overhead datasets ETH/UCY, SDD, and NBA, and ego-centric JRDB. Furthermore, our approach allows for real-time stochastic inference in bustling environments, making it well-suited for a 30FPS video setting. We open-source our codes at: https://github.com/AdaCompNUS/NMRF_TrajectoryPrediction.git

当前中文摘要缺失,已展示英文摘要。

CoMotion: Concurrent Multi-person 3D Motion

Alejandro Newell, Peiyun Hu, Lahav Lipson, Stephan Richter, Vladlen Koltun

We introduce an approach for detecting and tracking detailed 3D poses of multiple people from a single monocular camera stream. Our system maintains temporally coherent predictions in crowded scenes filled with difficult poses and occlusions. Our model performs both strong per-frame detection and a learned pose update to track people from frame to frame. Rather than match detections across time, poses are updated directly from a new input image, which enables online tracking through occlusion. We train on numerous image and video datasets leveraging pseudo-labeled annotations to produce a model that matches state-of-the-art systems in 3D pose estimation accuracy while being faster and more accurate in tracking multiple people through time.

当前中文摘要缺失,已展示英文摘要。

Learning from Imperfect Human Feedback: A Tale from Corruption-Robust Dueling

Yuwei Cheng, Fan Yao, Xuefeng Liu, Haifeng Xu

This paper studies Learning from Imperfect Human Feedback (LIHF), addressing the potential irrationality or imperfect perception when learning from comparative human feedback. Building on evidences that human's imperfection decays over time (i.e., humans learn to improve), we cast this problem as a concave-utility continuous-action dueling bandit but under a restricted form of corruption: i.e., the corruption scale is decaying over time as $t^{\rho-1}$ for some ``imperfection rate'' $\rho \in [0, 1]$. With $T$ as the total number of iterations, we establish a regret lower bound of $ \Omega(\max\{\sqrt{T}, T^{\rho}\})$ for LIHF, even when $\rho$ is known. For the same setting, we develop the Robustified Stochastic Mirror Descent for Imperfect Dueling (RoSMID) algorithm, which achieves nearly optimal regret $\tilde{\mathcal{O}}(\max\{\sqrt{T}, T^{\rho}\})$. Core to our analysis is a novel framework for analyzing gradient-based algorithms for dueling bandit under corruption, and we demonstrate its general applicability by showing how this framework can be easily applied to obtain corruption-robust guarantees for other popular gradient-based dueling bandit algorithms. Our theoretical results are validated by extensive experiments.

当前中文摘要缺失,已展示英文摘要。

Ready-to-React: Online Reaction Policy for Two-Character Interaction Generation

Zhi Cen, Huaijin Pi, Sida Peng, Qing Shuai, Yujun Shen, Hujun Bao, Xiaowei Zhou, Ruizhen Hu

This paper addresses the task of generating two-character online interactions. Previously, two main settings existed for two-character interaction generation: (1) generating one's motions based on the counterpart's complete motion sequence, and (2) jointly generating two-character motions based on specific conditions. We argue that these settings fail to model the process of real-life two-character interactions, where humans will react to their counterparts in real time and act as independent individuals. In contrast, we propose an online reaction policy, called Ready-to-React, to generate the next character pose based on past observed motions. Each character has its own reaction policy as its ``brain'', enabling them to interact like real humans in a streaming manner. Our policy is implemented by incorporating a diffusion head into an auto-regressive model, which can dynamically respond to the counterpart's motions while effectively mitigating the error accumulation throughout the generation process. We conduct comprehensive experiments using the challenging boxing task. Experimental results demonstrate that our method outperforms existing baselines and can generate extended motion sequences. Additionally, we show that our approach can be controlled by sparse signals, making it well-suited for VR and other online interactive environments. Code and data will be made publicly available.

当前中文摘要缺失,已展示英文摘要。

Tracking objects that change in appearance with phase synchrony

Sabine Muzellec, Drew Linsley, Alekh Karkada Ashok, Ennio Mingolla, Girik Malik, Rufin VanRullen, Thomas Serre

Objects we encounter often change appearance as we interact with them. Changes in illumination (shadows), object pose, or the movement of non-rigid objects can drastically alter available image features. How do biological visual systems track objects as they change? One plausible mechanism involves attentional mechanisms for reasoning about the locations of objects independently of their appearances --- a capability that prominent neuroscience theories have associated with computing through neural synchrony. Here, we describe a novel deep learning circuit that can learn to precisely control attention to features separately from their location in the world through neural synchrony: the complex-valued recurrent neural network (CV-RNN). Next, we compare object tracking in humans, the CV-RNN, and other deep neural networks (DNNs), using FeatureTracker: a large-scale challenge that asks observers to track objects as their locations and appearances change in precisely controlled ways. While humans effortlessly solved FeatureTracker, state-of-the-art DNNs did not. In contrast, our CV-RNN behaved similarly to humans on the challenge, providing a computational proof-of-concept for the role of phase synchronization as a neural substrate for tracking appearance-morphing objects as they move about.

当前中文摘要缺失,已展示英文摘要。

Agent S: An Open Agentic Framework that Uses Computers Like a Human

Saaket Agashe, Jiuzhou Han, Shuyu Gan, Jiachen Yang, Ang Li, Xin Eric Wang

We present Agent S, an open agentic framework that enables autonomous interaction with computers through Graphical User Interface (GUI), aimed at transforming human-computer interaction by automating complex, multi-step tasks. Agent S addresses three key challenges in automating computer tasks: acquiring domain-specific knowledge, planning over long task horizons, and handling dynamic, non-uniform interfaces. To this end, Agent S introduces experience-augmented hierarchical planning, which learns from external knowledge search and internal experience retrieval at multiple levels, facilitating efficient task planning and subtask execution. In addition, it employs an Agent-Computer Interface (ACI) to better elicit the reasoning and control capabilities of GUI agents based on Multimodal Large Language Models (MLLMs). Evaluation on the OSWorld benchmark shows that Agent S outperforms the baseline by 9.37\% on success rate (an 83.6\% relative improvement) and achieves a new state-of-the-art. Comprehensive analysis highlights the effectiveness of individual components and provides insights for future improvements. Furthermore, Agent S demonstrates broad generalizability to different operating systems on a newly-released WindowsAgentArena benchmark. Code available at https://github.com/simular-ai/Agent-S.

当前中文摘要缺失,已展示英文摘要。

RFMamba: Frequency-Aware State Space Model for RF-Based Human-Centric Perception

Rui Zhang, Ruixu Geng, Yadong Li, Ruiyuan Song, Hanqin Gong, Dongheng Zhang, Yang Hu, Yan Chen

Human-centric perception with radio frequency (RF) signals has recently entered a new era of end-to-end processing with Transformers. Considering the long-sequence nature of RF signals, the State Space Model (SSM) has emerged as a superior alternative due to its effective long-sequence modeling and linear complexity. However, integrating SSM into RF-based sensing presents unique challenges including the fundamentally different signal representation, distinct frequency responses in different scenarios, and incomplete capture caused by specular reflection. To address this, we carefully devise a dual-branch SSM block that is characterized by adaptively grasping the most informative frequency cues and the assistant spatial information to fully explore the human representations from radar echoes. Based on these two branchs, we further introduce an SSM-based network for handling various downstream human perception tasks, named RFMamba. Extensive experimental results demonstrate the superior performance of our proposed RFMamba across all three downstream tasks. To the best of our knowledge, RFMamba is the first attempt to introduce SSM into RF-based human-centric perception.

当前中文摘要缺失,已展示英文摘要。

OmniBind: Large-scale Omni Multimodal Representation via Binding Spaces

Zehan Wang, Ziang Zhang, Minjie Hong, Hang Zhang, Luping Liu, Rongjie Huang, Xize Cheng, Shengpeng Ji, Tao Jin, Hengshuang Zhao, Zhou Zhao

Recently, human-computer interaction with various modalities has shown promising applications, like GPT-4o and Gemini. Meanwhile, multimodal representation models have emerged as the foundation for these versatile multimodal understanding and generation pipeline. Models like CLIP, CLAP and ImageBind can map their specialized modalities into respective joint spaces. To construct a high-quality omni representation space that can be shared and expert in any modality, we propose to merge these advanced models into a unified space in scale. With this insight, we present \textbf{OmniBind}, advanced multimodal joint representation models via fusing knowledge of 14 pre-trained spaces, which support 3D, audio, image, video and language inputs. To alleviate the interference between different knowledge sources in integrated space, we dynamically assign weights to different spaces by learning routers with two objectives: cross-modal overall alignment and language representation decoupling. Notably, since binding and routing spaces only require lightweight networks, OmniBind is extremely training-efficient. Extensive experiments demonstrate the versatility and superiority of OmniBind as an omni representation model, highlighting its great potential for diverse applications, such as any-query and composable multimodal understanding.

当前中文摘要缺失,已展示英文摘要。

CHAMP: Conformalized 3D Human Multi-Hypothesis Pose Estimators

Harry Zhang, Luca Carlone

We introduce CHAMP, a novel method for learning sequence-to-sequence, multi-hypothesis 3D human poses from 2D keypoints by leveraging a conditional distribution with a diffusion model. To predict a single output 3D pose sequence, we generate and aggregate multiple 3D pose hypotheses. For better aggregation results, we develop a method to score these hypotheses during training, effectively integrating conformal prediction into the learning process. This process results in a differentiable conformal predictor that is trained end-to-end with the 3D pose estimator. Post-training, the learned scoring model is used as the conformity score, and the 3D pose estimator is combined with a conformal predictor to select the most accurate hypotheses for downstream aggregation. Our results indicate that using a simple mean aggregation on the conformal prediction-filtered hypotheses set yields competitive results. When integrated with more sophisticated aggregation techniques, our method achieves state-of-the-art performance across various metrics and datasets while inheriting the probabilistic guarantees of conformal prediction.

当前中文摘要缺失,已展示英文摘要。

LIFe-GoM: Generalizable Human Rendering with Learned Iterative Feedback Over Multi-Resolution Gaussians-on-Mesh

Jing Wen, Alex Schwing, Shenlong Wang

Generalizable rendering of an animatable human avatar from sparse inputs relies on data priors and inductive biases extracted from training on large data to avoid scene-specific optimization and to enable fast reconstruction. This raises two main challenges: First, unlike iterative gradient-based adjustment in scene-specific optimization, generalizable methods must reconstruct the human shape representation in a single pass at inference time. Second, rendering is preferably computationally efficient yet of high resolution. To address both challenges we augment the recently proposed dual shape representation, which combines the benefits of a mesh and Gaussian points, in two ways. To improve reconstruction, we propose an iterative feedback update framework, which successively improves the canonical human shape representation during reconstruction. To achieve computationally efficient yet high-resolution rendering, we study a coupled-multi-resolution Gaussians-on-Mesh representation. We evaluate the proposed approach on the challenging THuman2.0, XHuman and AIST++ data. Our approach reconstructs an animatable representation from sparse inputs in less than 1s, renders views with 95.1FPS at $1024 \times 1024$, and achieves PSNR/LPIPS*/FID of 24.65/110.82/51.27 on THuman2.0, outperforming the state-of-the-art in rendering quality.

当前中文摘要缺失,已展示英文摘要。

Robust-PIFu: Robust Pixel-aligned Implicit Function for 3D Human Digitalization from a Single Image

Kennard Chan, Fayao Liu, Guosheng Lin, Chuan-Sheng Foo, Weisi Lin

Existing methods for 3D clothed human digitalization perform well when the input image is captured in ideal conditions that assume the lack of any occlusion. However, in reality, images may often have occlusion problems such as incomplete observation of the human subject's full body, self-occlusion by the human subject, and non-frontal body pose. When given such input images, these existing methods fail to perform adequately. Thus, we propose Robust-PIFu, a pixel-aligned implicit model that capitalized on large-scale, pretrained latent diffusion models to address the challenge of digitalizing human subjects from non-ideal images that suffer from occlusions. Robust-PIfu offers four new contributions. Firstly, we propose a 'disentangling' latent diffusion model. This diffusion model, pretrained on billions of images, takes in any input image and removes external occlusions, such as inter-person occlusions, from that image. Secondly, Robust-PIFu addresses internal occlusions like self-occlusion by introducing a `penetrating' latent diffusion model. This diffusion model outputs multi-layered normal maps that by-pass occlusions caused by the human subject's own limbs or other body parts (i.e. self-occlusion). Thirdly, in order to incorporate such multi-layered normal maps into a pixel-aligned implicit model, we introduce our Layered-Normals Pixel-aligned Implicit Model, which improves the structural accuracy of predicted clothed human meshes. Lastly, Robust-PIFu proposes an optional super-resolution mechanism for the multi-layered normal maps. This addresses scenarios where the input image is of low or inadequate resolution. Though not strictly related to occlusion, this is still an important subproblem. Our experiments show that Robust-PIFu outperforms current SOTA methods both qualitatively and quantitatively. Our code will be released to the public.

当前中文摘要缺失,已展示英文摘要。

Conformal Prediction Sets Can Cause Disparate Impact

Jesse C. Cresswell, Bhargava Kumar, Yi Sui, Mouloud Belbahri

Conformal prediction is a statistically rigorous method for quantifying uncertainty in models by having them output sets of predictions, with larger sets indicating more uncertainty. However, prediction sets are not inherently actionable; many applications require a single output to act on, not several. To overcome this limitation, prediction sets can be provided to a human who then makes an informed decision. In any such system it is crucial to ensure the fairness of outcomes across protected groups, and researchers have proposed that Equalized Coverage be used as the standard for fairness. By conducting experiments with human participants, we demonstrate that providing prediction sets can lead to disparate impact in decisions. Disquietingly, we find that providing sets that satisfy Equalized Coverage actually increases disparate impact compared to marginal coverage. Instead of equalizing coverage, we propose to equalize set sizes across groups which empirically leads to lower disparate impact.

当前中文摘要缺失,已展示英文摘要。

Generalizable Human Gaussians from Single-View Image

Jinnan Chen, Chen Li, Jianfeng Zhang, Lingting Zhu, Buzhen Huang, Hanlin Chen, Gim Hee Lee

In this work, we tackle the task of learning 3D human Gaussians from a single image, focusing on recovering detailed appearance and geometry including unobserved regions. We introduce a single-view generalizable Human Gaussian Model (HGM), which employs a novel generate-then-refine pipeline with the guidance from human body prior and diffusion prior. Our approach uses a ControlNet to refine rendered back-view images from coarse predicted human Gaussians, then uses the refined image along with the input image to reconstruct refined human Gaussians. To mitigate the potential generation of unrealistic human poses and shapes, we incorporate human priors from the SMPL-X model as a dual branch, propagating image features from the SMPL-X volume to the image Gaussians using sparse convolution and attention mechanisms. Given that the initial SMPL-X estimation might be inaccurate, we gradually refine it with our HGM model. We validate our approach on several publicly available datasets. Our method surpasses previous methods in both novel view synthesis and surface reconstruction. Our approach also exhibits strong generalization for cross-dataset evaluation and in-the-wild images.

当前中文摘要缺失,已展示英文摘要。
应用 · human computer interaction · ICLR 2025 | paperlist.ai