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Estimating 3D poses and shapes in the form of meshes from monocular RGB images is challenging. Obviously, it is more difficult than estimating 3D poses only in the form of skeletons or heatmaps. When interacting persons are involved, the 3D mesh reconstruction becomes more challenging due to the ambiguity introduced by person-to-person occlusions. To tackle the challenges, we propose a coarse-to-fine pipeline that benefits from 1) inverse kinematics from the occlusion-robust 3D skeleton estimation and 2) Transformer-based relation-aware refinement techniques. In our pipeline, we first obtain occlusion-robust 3D skeletons for multiple persons from an RGB image. Then, we apply inverse kinematics to convert the estimated skeletons to deformable 3D mesh parameters. Finally, we apply the Transformer-based mesh refinement that refines the obtained mesh parameters considering intra- and inter-person relations of 3D meshes. Via extensive experiments, we demonstrate the effectiveness of our method, outperforming state-of-the-arts on 3DPW, MuPoTS and AGORA datasets.

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We propose an end-to-end inverse rendering pipeline called SupeRVol that allows us to recover 3D shape and material parameters from a set of color images in a super-resolution manner. To this end, we represent both the bidirectional reflectance distribution function (BRDF) and the signed distance function (SDF) by multi-layer perceptrons. In order to obtain both the surface shape and its reflectance properties, we revert to a differentiable volume renderer with a physically based illumination model that allows us to decouple reflectance and lighting. This physical model takes into account the effect of the camera's point spread function thereby enabling a reconstruction of shape and material in a super-resolution quality. Experimental validation confirms that SupeRVol achieves state of the art performance in terms of inverse rendering quality. It generates reconstructions that are sharper than the individual input images, making this method ideally suited for 3D modeling from low-resolution imagery.

Thanks to the development of 2D keypoint detectors, monocular 3D human pose estimation (HPE) via 2D-to-3D uplifting approaches have achieved remarkable improvements. Still, monocular 3D HPE is a challenging problem due to the inherent depth ambiguities and occlusions. To handle this problem, many previous works exploit temporal information to mitigate such difficulties. However, there are many real-world applications where frame sequences are not accessible. This paper focuses on reconstructing a 3D pose from a single 2D keypoint detection. Rather than exploiting temporal information, we alleviate the depth ambiguity by generating multiple 3D pose candidates which can be mapped to an identical 2D keypoint. We build a novel diffusion-based framework to effectively sample diverse 3D poses from an off-the-shelf 2D detector. By considering the correlation between human joints by replacing the conventional denoising U-Net with graph convolutional network, our approach accomplishes further performance improvements. We evaluate our method on the widely adopted Human3.6M and HumanEva-I datasets. Comprehensive experiments are conducted to prove the efficacy of the proposed method, and they confirm that our model outperforms state-of-the-art multi-hypothesis 3D HPE methods.

A recently developed measure-theoretic framework solves a stochastic inverse problem (SIP) for models where uncertainties in model output data are predominantly due to aleatoric (i.e., irreducible) uncertainties in model inputs (i.e., parameters). The subsequent inferential target is a distribution on parameters. Another type of inverse problem is to quantify uncertainties in estimates of "true" parameter values under the assumption that such uncertainties should be reduced as more data are incorporated into the problem, i.e., the uncertainty is considered epistemic. A major contribution of this work is the formulation and solution of such a parameter identification problem (PIP) within the measure-theoretic framework developed for the SIP. The approach is novel in that it utilizes a solution to a stochastic forward problem (SFP) to update an initial density only in the parameter directions informed by the model output data. In other words, this method performs "selective regularization" only in the parameter directions not informed by data. The solution is defined by a maximal updated density (MUD) point where the updated density defines the measure-theoretic solution to the PIP. Another significant contribution of this work is the full theory of existence and uniqueness of MUD points for linear maps with Gaussian distributions. Data-constructed Quantity of Interest (QoI) maps are also presented and analyzed for solving the PIP within this measure-theoretic framework as a means of reducing uncertainties in the MUD estimate. We conclude with a demonstration of the general applicability of the method on two problems involving either spatial or temporal data for estimating uncertain model parameters.

Temporally consistent depth estimation is crucial for online applications such as augmented reality. While stereo depth estimation has received substantial attention as a promising way to generate 3D information, there is relatively little work focused on maintaining temporal stability. Indeed, based on our analysis, current techniques still suffer from poor temporal consistency. Stabilizing depth temporally in dynamic scenes is challenging due to concurrent object and camera motion. In an online setting, this process is further aggravated because only past frames are available. We present a framework named Consistent Online Dynamic Depth (CODD) to produce temporally consistent depth estimates in dynamic scenes in an online setting. CODD augments per-frame stereo networks with novel motion and fusion networks. The motion network accounts for dynamics by predicting a per-pixel SE3 transformation and aligning the observations. The fusion network improves temporal depth consistency by aggregating the current and past estimates. We conduct extensive experiments and demonstrate quantitatively and qualitatively that CODD outperforms competing methods in terms of temporal consistency and performs on par in terms of per-frame accuracy.

To control humanoid robots, the reference pose of end effector(s) is planned in task space, then mapped into the reference joints by IK. By viewing that problem as approximate quadratic programming (QP), recent QP solvers can be applied to solve it precisely, but iterative numerical IK solvers based on Jacobian are still in high demand due to their low computational cost. However, the conventional Jacobian-based IK usually clamps the obtained joints during iteration according to the constraints in practice, causing numerical instability due to non-smoothed objective function. To alleviate the clamping problem, this study explicitly considers the joint constraints, especially the box constraints in this paper, inside the new IK solver. Specifically, instead of clamping, a mirror descent (MD) method with box-constrained real joint space and no-constrained mirror space is integrated with the Jacobian-based IK, so-called MD-IK. In addition, to escape local optima nearly on the boundaries of constraints, a heuristic technique, called $\epsilon$-clamping, is implemented as margin in software level. Finally, to increase convergence speed, the acceleration method for MD is integrated assuming continuity of solutions at each time. As a result, the accelerated MD-IK achieved more stable and enough fast tracking performance compared to the conventional IK solvers. The low computational cost of the proposed method mitigated the time delay until the solution is obtained in real-time humanoid gait control, achieving a more stable gait.

Most recent head pose estimation (HPE) methods are dominated by the Euler angle representation. To avoid its inherent ambiguity problem of rotation labels, alternative quaternion-based and vector-based representations are introduced. However, they both are not visually intuitive, and often derived from equivocal Euler angle labels. In this paper, we present a novel single-stage keypoint-based method via an {\it intuitive} and {\it unconstrained} 2D cube representation for joint head detection and pose estimation. The 2D cube is an orthogonal projection of the 3D regular hexahedron label roughly surrounding one head, and itself contains the head location. It can reflect the head orientation straightforwardly and unambiguously in any rotation angle. Unlike the general 6-DoF object pose estimation, our 2D cube ignores the 3-DoF of head size but retains the 3-DoF of head pose. Based on the prior of equal side length, we can effortlessly obtain the closed-form solution of Euler angles from predicted 2D head cube instead of applying the error-prone PnP algorithm. In experiments, our proposed method achieves comparable results with other representative methods on the public AFLW2000 and BIWI datasets. Besides, a novel test on the CMU panoptic dataset shows that our method can be seamlessly adapted to the unconstrained full-view HPE task without modification.

While diffusion models have shown great success in image generation, their noise-inverting generative process does not explicitly consider the structure of images, such as their inherent multi-scale nature. Inspired by diffusion models and the empirical success of coarse-to-fine modelling, we propose a new diffusion-like model that generates images through stochastically reversing the heat equation, a PDE that locally erases fine-scale information when run over the 2D plane of the image. We interpret the solution of the forward heat equation with constant additive noise as a variational approximation in the diffusion latent variable model. Our new model shows emergent qualitative properties not seen in standard diffusion models, such as disentanglement of overall colour and shape in images. Spectral analysis on natural images highlights connections to diffusion models and reveals an implicit coarse-to-fine inductive bias in them.

Estimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey to focus on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area. A regularly updated project page can be found at //github.com/tinatiansjz/hmr-survey.

Human pose estimation aims to locate the human body parts and build human body representation (e.g., body skeleton) from input data such as images and videos. It has drawn increasing attention during the past decade and has been utilized in a wide range of applications including human-computer interaction, motion analysis, augmented reality, and virtual reality. Although the recently developed deep learning-based solutions have achieved high performance in human pose estimation, there still remain challenges due to insufficient training data, depth ambiguities, and occlusions. The goal of this survey paper is to provide a comprehensive review of recent deep learning-based solutions for both 2D and 3D pose estimation via a systematic analysis and comparison of these solutions based on their input data and inference procedures. More than 240 research papers since 2014 are covered in this survey. Furthermore, 2D and 3D human pose estimation datasets and evaluation metrics are included. Quantitative performance comparisons of the reviewed methods on popular datasets are summarized and discussed. Finally, the challenges involved, applications, and future research directions are concluded. We also provide a regularly updated project page on: \url{//github.com/zczcwh/DL-HPE}

This work addresses a novel and challenging problem of estimating the full 3D hand shape and pose from a single RGB image. Most current methods in 3D hand analysis from monocular RGB images only focus on estimating the 3D locations of hand keypoints, which cannot fully express the 3D shape of hand. In contrast, we propose a Graph Convolutional Neural Network (Graph CNN) based method to reconstruct a full 3D mesh of hand surface that contains richer information of both 3D hand shape and pose. To train networks with full supervision, we create a large-scale synthetic dataset containing both ground truth 3D meshes and 3D poses. When fine-tuning the networks on real-world datasets without 3D ground truth, we propose a weakly-supervised approach by leveraging the depth map as a weak supervision in training. Through extensive evaluations on our proposed new datasets and two public datasets, we show that our proposed method can produce accurate and reasonable 3D hand mesh, and can achieve superior 3D hand pose estimation accuracy when compared with state-of-the-art methods.

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