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SubscribeSelfPose3d: Self-Supervised Multi-Person Multi-View 3d Pose Estimation
We present a new self-supervised approach, SelfPose3d, for estimating 3d poses of multiple persons from multiple camera views. Unlike current state-of-the-art fully-supervised methods, our approach does not require any 2d or 3d ground-truth poses and uses only the multi-view input images from a calibrated camera setup and 2d pseudo poses generated from an off-the-shelf 2d human pose estimator. We propose two self-supervised learning objectives: self-supervised person localization in 3d space and self-supervised 3d pose estimation. We achieve self-supervised 3d person localization by training the model on synthetically generated 3d points, serving as 3d person root positions, and on the projected root-heatmaps in all the views. We then model the 3d poses of all the localized persons with a bottleneck representation, map them onto all views obtaining 2d joints, and render them using 2d Gaussian heatmaps in an end-to-end differentiable manner. Afterwards, we use the corresponding 2d joints and heatmaps from the pseudo 2d poses for learning. To alleviate the intrinsic inaccuracy of the pseudo labels, we propose an adaptive supervision attention mechanism to guide the self-supervision. Our experiments and analysis on three public benchmark datasets, including Panoptic, Shelf, and Campus, show the effectiveness of our approach, which is comparable to fully-supervised methods. Code: https://github.com/CAMMA-public/SelfPose3D. Video demo: https://youtu.be/GAqhmUIr2E8.
Epipolar Transformers
A common approach to localize 3D human joints in a synchronized and calibrated multi-view setup consists of two-steps: (1) apply a 2D detector separately on each view to localize joints in 2D, and (2) perform robust triangulation on 2D detections from each view to acquire the 3D joint locations. However, in step 1, the 2D detector is limited to solving challenging cases which could potentially be better resolved in 3D, such as occlusions and oblique viewing angles, purely in 2D without leveraging any 3D information. Therefore, we propose the differentiable "epipolar transformer", which enables the 2D detector to leverage 3D-aware features to improve 2D pose estimation. The intuition is: given a 2D location p in the current view, we would like to first find its corresponding point p' in a neighboring view, and then combine the features at p' with the features at p, thus leading to a 3D-aware feature at p. Inspired by stereo matching, the epipolar transformer leverages epipolar constraints and feature matching to approximate the features at p'. Experiments on InterHand and Human3.6M show that our approach has consistent improvements over the baselines. Specifically, in the condition where no external data is used, our Human3.6M model trained with ResNet-50 backbone and image size 256 x 256 outperforms state-of-the-art by 4.23 mm and achieves MPJPE 26.9 mm.
GeoMan: Temporally Consistent Human Geometry Estimation using Image-to-Video Diffusion
Estimating accurate and temporally consistent 3D human geometry from videos is a challenging problem in computer vision. Existing methods, primarily optimized for single images, often suffer from temporal inconsistencies and fail to capture fine-grained dynamic details. To address these limitations, we present GeoMan, a novel architecture designed to produce accurate and temporally consistent depth and normal estimations from monocular human videos. GeoMan addresses two key challenges: the scarcity of high-quality 4D training data and the need for metric depth estimation to accurately model human size. To overcome the first challenge, GeoMan employs an image-based model to estimate depth and normals for the first frame of a video, which then conditions a video diffusion model, reframing video geometry estimation task as an image-to-video generation problem. This design offloads the heavy lifting of geometric estimation to the image model and simplifies the video model's role to focus on intricate details while using priors learned from large-scale video datasets. Consequently, GeoMan improves temporal consistency and generalizability while requiring minimal 4D training data. To address the challenge of accurate human size estimation, we introduce a root-relative depth representation that retains critical human-scale details and is easier to be estimated from monocular inputs, overcoming the limitations of traditional affine-invariant and metric depth representations. GeoMan achieves state-of-the-art performance in both qualitative and quantitative evaluations, demonstrating its effectiveness in overcoming longstanding challenges in 3D human geometry estimation from videos.
Reconstructing Humans with a Biomechanically Accurate Skeleton
In this paper, we introduce a method for reconstructing 3D humans from a single image using a biomechanically accurate skeleton model. To achieve this, we train a transformer that takes an image as input and estimates the parameters of the model. Due to the lack of training data for this task, we build a pipeline to produce pseudo ground truth model parameters for single images and implement a training procedure that iteratively refines these pseudo labels. Compared to state-of-the-art methods for 3D human mesh recovery, our model achieves competitive performance on standard benchmarks, while it significantly outperforms them in settings with extreme 3D poses and viewpoints. Additionally, we show that previous reconstruction methods frequently violate joint angle limits, leading to unnatural rotations. In contrast, our approach leverages the biomechanically plausible degrees of freedom making more realistic joint rotation estimates. We validate our approach across multiple human pose estimation benchmarks. We make the code, models and data available at: https://isshikihugh.github.io/HSMR/
Root Pose Decomposition Towards Generic Non-rigid 3D Reconstruction with Monocular Videos
This work focuses on the 3D reconstruction of non-rigid objects based on monocular RGB video sequences. Concretely, we aim at building high-fidelity models for generic object categories and casually captured scenes. To this end, we do not assume known root poses of objects, and do not utilize category-specific templates or dense pose priors. The key idea of our method, Root Pose Decomposition (RPD), is to maintain a per-frame root pose transformation, meanwhile building a dense field with local transformations to rectify the root pose. The optimization of local transformations is performed by point registration to the canonical space. We also adapt RPD to multi-object scenarios with object occlusions and individual differences. As a result, RPD allows non-rigid 3D reconstruction for complicated scenarios containing objects with large deformations, complex motion patterns, occlusions, and scale diversities of different individuals. Such a pipeline potentially scales to diverse sets of objects in the wild. We experimentally show that RPD surpasses state-of-the-art methods on the challenging DAVIS, OVIS, and AMA datasets.
Dual networks based 3D Multi-Person Pose Estimation from Monocular Video
Monocular 3D human pose estimation has made progress in recent years. Most of the methods focus on single persons, which estimate the poses in the person-centric coordinates, i.e., the coordinates based on the center of the target person. Hence, these methods are inapplicable for multi-person 3D pose estimation, where the absolute coordinates (e.g., the camera coordinates) are required. Moreover, multi-person pose estimation is more challenging than single pose estimation, due to inter-person occlusion and close human interactions. Existing top-down multi-person methods rely on human detection (i.e., top-down approach), and thus suffer from the detection errors and cannot produce reliable pose estimation in multi-person scenes. Meanwhile, existing bottom-up methods that do not use human detection are not affected by detection errors, but since they process all persons in a scene at once, they are prone to errors, particularly for persons in small scales. To address all these challenges, we propose the integration of top-down and bottom-up approaches to exploit their strengths. Our top-down network estimates human joints from all persons instead of one in an image patch, making it robust to possible erroneous bounding boxes. Our bottom-up network incorporates human-detection based normalized heatmaps, allowing the network to be more robust in handling scale variations. Finally, the estimated 3D poses from the top-down and bottom-up networks are fed into our integration network for final 3D poses. To address the common gaps between training and testing data, we do optimization during the test time, by refining the estimated 3D human poses using high-order temporal constraint, re-projection loss, and bone length regularizations. Our evaluations demonstrate the effectiveness of the proposed method. Code and models are available: https://github.com/3dpose/3D-Multi-Person-Pose.
Calibrating Panoramic Depth Estimation for Practical Localization and Mapping
The absolute depth values of surrounding environments provide crucial cues for various assistive technologies, such as localization, navigation, and 3D structure estimation. We propose that accurate depth estimated from panoramic images can serve as a powerful and light-weight input for a wide range of downstream tasks requiring 3D information. While panoramic images can easily capture the surrounding context from commodity devices, the estimated depth shares the limitations of conventional image-based depth estimation; the performance deteriorates under large domain shifts and the absolute values are still ambiguous to infer from 2D observations. By taking advantage of the holistic view, we mitigate such effects in a self-supervised way and fine-tune the network with geometric consistency during the test phase. Specifically, we construct a 3D point cloud from the current depth prediction and project the point cloud at various viewpoints or apply stretches on the current input image to generate synthetic panoramas. Then we minimize the discrepancy of the 3D structure estimated from synthetic images without collecting additional data. We empirically evaluate our method in robot navigation and map-free localization where our method shows large performance enhancements. Our calibration method can therefore widen the applicability under various external conditions, serving as a key component for practical panorama-based machine vision systems.
Self-Supervised Learning of 3D Human Pose using Multi-view Geometry
Training accurate 3D human pose estimators requires large amount of 3D ground-truth data which is costly to collect. Various weakly or self supervised pose estimation methods have been proposed due to lack of 3D data. Nevertheless, these methods, in addition to 2D ground-truth poses, require either additional supervision in various forms (e.g. unpaired 3D ground truth data, a small subset of labels) or the camera parameters in multiview settings. To address these problems, we present EpipolarPose, a self-supervised learning method for 3D human pose estimation, which does not need any 3D ground-truth data or camera extrinsics. During training, EpipolarPose estimates 2D poses from multi-view images, and then, utilizes epipolar geometry to obtain a 3D pose and camera geometry which are subsequently used to train a 3D pose estimator. We demonstrate the effectiveness of our approach on standard benchmark datasets i.e. Human3.6M and MPI-INF-3DHP where we set the new state-of-the-art among weakly/self-supervised methods. Furthermore, we propose a new performance measure Pose Structure Score (PSS) which is a scale invariant, structure aware measure to evaluate the structural plausibility of a pose with respect to its ground truth. Code and pretrained models are available at https://github.com/mkocabas/EpipolarPose
BLADE: Single-view Body Mesh Learning through Accurate Depth Estimation
Single-image human mesh recovery is a challenging task due to the ill-posed nature of simultaneous body shape, pose, and camera estimation. Existing estimators work well on images taken from afar, but they break down as the person moves close to the camera. Moreover, current methods fail to achieve both accurate 3D pose and 2D alignment at the same time. Error is mainly introduced by inaccurate perspective projection heuristically derived from orthographic parameters. To resolve this long-standing challenge, we present our method BLADE which accurately recovers perspective parameters from a single image without heuristic assumptions. We start from the inverse relationship between perspective distortion and the person's Z-translation Tz, and we show that Tz can be reliably estimated from the image. We then discuss the important role of Tz for accurate human mesh recovery estimated from close-range images. Finally, we show that, once Tz and the 3D human mesh are estimated, one can accurately recover the focal length and full 3D translation. Extensive experiments on standard benchmarks and real-world close-range images show that our method is the first to accurately recover projection parameters from a single image, and consequently attain state-of-the-art accuracy on 3D pose estimation and 2D alignment for a wide range of images. https://research.nvidia.com/labs/amri/projects/blade/
Zolly: Zoom Focal Length Correctly for Perspective-Distorted Human Mesh Reconstruction
As it is hard to calibrate single-view RGB images in the wild, existing 3D human mesh reconstruction (3DHMR) methods either use a constant large focal length or estimate one based on the background environment context, which can not tackle the problem of the torso, limb, hand or face distortion caused by perspective camera projection when the camera is close to the human body. The naive focal length assumptions can harm this task with the incorrectly formulated projection matrices. To solve this, we propose Zolly, the first 3DHMR method focusing on perspective-distorted images. Our approach begins with analysing the reason for perspective distortion, which we find is mainly caused by the relative location of the human body to the camera center. We propose a new camera model and a novel 2D representation, termed distortion image, which describes the 2D dense distortion scale of the human body. We then estimate the distance from distortion scale features rather than environment context features. Afterwards, we integrate the distortion feature with image features to reconstruct the body mesh. To formulate the correct projection matrix and locate the human body position, we simultaneously use perspective and weak-perspective projection loss. Since existing datasets could not handle this task, we propose the first synthetic dataset PDHuman and extend two real-world datasets tailored for this task, all containing perspective-distorted human images. Extensive experiments show that Zolly outperforms existing state-of-the-art methods on both perspective-distorted datasets and the standard benchmark (3DPW).
3DReasonKnee: Advancing Grounded Reasoning in Medical Vision Language Models
Current Vision-Language Models (VLMs) struggle to ground anatomical regions in 3D medical images and reason about them in a step-by-step manner, a key requirement of real-world diagnostic assessment. This ability is essential for aligning model outputs with the diagnostic workflows clinicians use in practice, enabling trustworthy clinician-AI collaboration. Existing 3D datasets provide localization labels, but none support this "grounded reasoning" ability. To address this gap, we introduce 3DReasonKnee, the first 3D grounded reasoning dataset for medical images, which provides 494k high-quality quintuples derived from 7,970 3D knee MRI volumes. Each quintuple includes: (1) the 3D MRI volume, (2) a diagnostic question targeting a specific anatomical region (3) a 3D bounding box localizing the relevant anatomical structures, (4) clinician-generated diagnostic reasoning steps that explicitly detail the 3D reasoning process, and (5) structured severity assessments for the relevant anatomical region. The creation and validation of 3DReasonKnee, involving over 450 hours of expert clinician time for manually segmenting MRIs and generating reasoning chains, ensures its superior quality and clinical relevance. We establish ReasonKnee-Bench to evaluate localization and diagnostic accuracy, providing insight into VLM ability to perform grounding and severity assessment across anatomical regions and diagnostic inquiries. We benchmark five state-of-the-art VLMs, providing baseline performance for ReasonKnee-Bench. By providing this unique resource of expert-annotated 3D reasoning pathways, 3DReasonKnee serves as a repository of orthopedic surgeons' diagnostic expertise and offers a vital testbed for advancing multimodal medical AI systems towards 3D, clinically aligned, localized decision-making capabilities. The dataset can be found in: https://huggingface.co/datasets/rajpurkarlab/3DReasonKnee
H3WB: Human3.6M 3D WholeBody Dataset and Benchmark
3D human whole-body pose estimation aims to localize precise 3D keypoints on the entire human body, including the face, hands, body, and feet. Due to the lack of a large-scale fully annotated 3D whole-body dataset, a common approach has been to train several deep networks separately on datasets dedicated to specific body parts, and combine them during inference. This approach suffers from complex training and inference pipelines because of the different biases in each dataset used. It also lacks a common benchmark which makes it difficult to compare different methods. To address these issues, we introduce Human3.6M 3D WholeBody (H3WB) which provides whole-body annotations for the Human3.6M dataset using the COCO Wholebody layout. H3WB is a large scale dataset with 133 whole-body keypoint annotations on 100K images, made possible by our new multi-view pipeline. Along with H3WB, we propose 3 tasks: i) 3D whole-body pose lifting from 2D complete whole-body pose, ii) 3D whole-body pose lifting from 2D incomplete whole-body pose, iii) 3D whole-body pose estimation from a single RGB image. We also report several baselines from popular methods for these tasks. The dataset is publicly available at https://github.com/wholebody3d/wholebody3d.
Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation
Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.
World-Grounded Human Motion Recovery via Gravity-View Coordinates
We present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/.
Efficient 2D to Full 3D Human Pose Uplifting including Joint Rotations
In sports analytics, accurately capturing both the 3D locations and rotations of body joints is essential for understanding an athlete's biomechanics. While Human Mesh Recovery (HMR) models can estimate joint rotations, they often exhibit lower accuracy in joint localization compared to 3D Human Pose Estimation (HPE) models. Recent work addressed this limitation by combining a 3D HPE model with inverse kinematics (IK) to estimate both joint locations and rotations. However, IK is computationally expensive. To overcome this, we propose a novel 2D-to-3D uplifting model that directly estimates 3D human poses, including joint rotations, in a single forward pass. We investigate multiple rotation representations, loss functions, and training strategies - both with and without access to ground truth rotations. Our models achieve state-of-the-art accuracy in rotation estimation, are 150 times faster than the IK-based approach, and surpass HMR models in joint localization precision.
FaceLift: Semi-supervised 3D Facial Landmark Localization
3D facial landmark localization has proven to be of particular use for applications, such as face tracking, 3D face modeling, and image-based 3D face reconstruction. In the supervised learning case, such methods usually rely on 3D landmark datasets derived from 3DMM-based registration that often lack spatial definition alignment, as compared with that chosen by hand-labeled human consensus, e.g., how are eyebrow landmarks defined? This creates a gap between landmark datasets generated via high-quality 2D human labels and 3DMMs, and it ultimately limits their effectiveness. To address this issue, we introduce a novel semi-supervised learning approach that learns 3D landmarks by directly lifting (visible) hand-labeled 2D landmarks and ensures better definition alignment, without the need for 3D landmark datasets. To lift 2D landmarks to 3D, we leverage 3D-aware GANs for better multi-view consistency learning and in-the-wild multi-frame videos for robust cross-generalization. Empirical experiments demonstrate that our method not only achieves better definition alignment between 2D-3D landmarks but also outperforms other supervised learning 3D landmark localization methods on both 3DMM labeled and photogrammetric ground truth evaluation datasets. Project Page: https://davidcferman.github.io/FaceLift
PersPose: 3D Human Pose Estimation with Perspective Encoding and Perspective Rotation
Monocular 3D human pose estimation (HPE) methods estimate the 3D positions of joints from individual images. Existing 3D HPE approaches often use the cropped image alone as input for their models. However, the relative depths of joints cannot be accurately estimated from cropped images without the corresponding camera intrinsics, which determine the perspective relationship between 3D objects and the cropped images. In this work, we introduce Perspective Encoding (PE) to encode the camera intrinsics of the cropped images. Moreover, since the human subject can appear anywhere within the original image, the perspective relationship between the 3D scene and the cropped image differs significantly, which complicates model fitting. Additionally, the further the human subject deviates from the image center, the greater the perspective distortions in the cropped image. To address these issues, we propose Perspective Rotation (PR), a transformation applied to the original image that centers the human subject, thereby reducing perspective distortions and alleviating the difficulty of model fitting. By incorporating PE and PR, we propose a novel 3D HPE framework, PersPose. Experimental results demonstrate that PersPose achieves state-of-the-art (SOTA) performance on the 3DPW, MPI-INF-3DHP, and Human3.6M datasets. For example, on the in-the-wild dataset 3DPW, PersPose achieves an MPJPE of 60.1 mm, 7.54% lower than the previous SOTA approach. Code is available at: https://github.com/KenAdamsJoseph/PersPose.
FreeMan: Towards Benchmarking 3D Human Pose Estimation in the Wild
Estimating the 3D structure of the human body from natural scenes is a fundamental aspect of visual perception. This task carries great importance for fields like AIGC and human-robot interaction. In practice, 3D human pose estimation in real-world settings is a critical initial step in solving this problem. However, the current datasets, often collected under controlled laboratory conditions using complex motion capture equipment and unvarying backgrounds, are insufficient. The absence of real-world datasets is stalling the progress of this crucial task. To facilitate the development of 3D pose estimation, we present FreeMan, the first large-scale, real-world multi-view dataset. FreeMan was captured by synchronizing 8 smartphones across diverse scenarios. It comprises 11M frames from 8000 sequences, viewed from different perspectives. These sequences cover 40 subjects across 10 different scenarios, each with varying lighting conditions. We have also established an automated, precise labeling pipeline that allows for large-scale processing efficiently. We provide comprehensive evaluation baselines for a range of tasks, underlining the significant challenges posed by FreeMan. Further evaluations of standard indoor/outdoor human sensing datasets reveal that FreeMan offers robust representation transferability in real and complex scenes. FreeMan is now publicly available at https://wangjiongw.github.io/freeman.
KITRO: Refining Human Mesh by 2D Clues and Kinematic-tree Rotation
2D keypoints are commonly used as an additional cue to refine estimated 3D human meshes. Current methods optimize the pose and shape parameters with a reprojection loss on the provided 2D keypoints. Such an approach, while simple and intuitive, has limited effectiveness because the optimal solution is hard to find in ambiguous parameter space and may sacrifice depth. Additionally, divergent gradients from distal joints complicate and deviate the refinement of proximal joints in the kinematic chain. To address these, we introduce Kinematic-Tree Rotation (KITRO), a novel mesh refinement strategy that explicitly models depth and human kinematic-tree structure. KITRO treats refinement from a bone-wise perspective. Unlike previous methods which perform gradient-based optimizations, our method calculates bone directions in closed form. By accounting for the 2D pose, bone length, and parent joint's depth, the calculation results in two possible directions for each child joint. We then use a decision tree to trace binary choices for all bones along the human skeleton's kinematic-tree to select the most probable hypothesis. Our experiments across various datasets and baseline models demonstrate that KITRO significantly improves 3D joint estimation accuracy and achieves an ideal 2D fit simultaneously. Our code available at: https://github.com/MartaYang/KITRO.
Diffusion-Based 3D Human Pose Estimation with Multi-Hypothesis Aggregation
In this paper, a novel Diffusion-based 3D Pose estimation (D3DP) method with Joint-wise reProjection-based Multi-hypothesis Aggregation (JPMA) is proposed for probabilistic 3D human pose estimation. On the one hand, D3DP generates multiple possible 3D pose hypotheses for a single 2D observation. It gradually diffuses the ground truth 3D poses to a random distribution, and learns a denoiser conditioned on 2D keypoints to recover the uncontaminated 3D poses. The proposed D3DP is compatible with existing 3D pose estimators and supports users to balance efficiency and accuracy during inference through two customizable parameters. On the other hand, JPMA is proposed to assemble multiple hypotheses generated by D3DP into a single 3D pose for practical use. It reprojects 3D pose hypotheses to the 2D camera plane, selects the best hypothesis joint-by-joint based on the reprojection errors, and combines the selected joints into the final pose. The proposed JPMA conducts aggregation at the joint level and makes use of the 2D prior information, both of which have been overlooked by previous approaches. Extensive experiments on Human3.6M and MPI-INF-3DHP datasets show that our method outperforms the state-of-the-art deterministic and probabilistic approaches by 1.5% and 8.9%, respectively. Code is available at https://github.com/paTRICK-swk/D3DP.
Avat3r: Large Animatable Gaussian Reconstruction Model for High-fidelity 3D Head Avatars
Traditionally, creating photo-realistic 3D head avatars requires a studio-level multi-view capture setup and expensive optimization during test-time, limiting the use of digital human doubles to the VFX industry or offline renderings. To address this shortcoming, we present Avat3r, which regresses a high-quality and animatable 3D head avatar from just a few input images, vastly reducing compute requirements during inference. More specifically, we make Large Reconstruction Models animatable and learn a powerful prior over 3D human heads from a large multi-view video dataset. For better 3D head reconstructions, we employ position maps from DUSt3R and generalized feature maps from the human foundation model Sapiens. To animate the 3D head, our key discovery is that simple cross-attention to an expression code is already sufficient. Finally, we increase robustness by feeding input images with different expressions to our model during training, enabling the reconstruction of 3D head avatars from inconsistent inputs, e.g., an imperfect phone capture with accidental movement, or frames from a monocular video. We compare Avat3r with current state-of-the-art methods for few-input and single-input scenarios, and find that our method has a competitive advantage in both tasks. Finally, we demonstrate the wide applicability of our proposed model, creating 3D head avatars from images of different sources, smartphone captures, single images, and even out-of-domain inputs like antique busts. Project website: https://tobias-kirschstein.github.io/avat3r/
Disentangled Diffusion-Based 3D Human Pose Estimation with Hierarchical Spatial and Temporal Denoiser
Recently, diffusion-based methods for monocular 3D human pose estimation have achieved state-of-the-art (SOTA) performance by directly regressing the 3D joint coordinates from the 2D pose sequence. Although some methods decompose the task into bone length and bone direction prediction based on the human anatomical skeleton to explicitly incorporate more human body prior constraints, the performance of these methods is significantly lower than that of the SOTA diffusion-based methods. This can be attributed to the tree structure of the human skeleton. Direct application of the disentangled method could amplify the accumulation of hierarchical errors, propagating through each hierarchy. Meanwhile, the hierarchical information has not been fully explored by the previous methods. To address these problems, a Disentangled Diffusion-based 3D Human Pose Estimation method with Hierarchical Spatial and Temporal Denoiser is proposed, termed DDHPose. In our approach: (1) We disentangle the 3D pose and diffuse the bone length and bone direction during the forward process of the diffusion model to effectively model the human pose prior. A disentanglement loss is proposed to supervise diffusion model learning. (2) For the reverse process, we propose Hierarchical Spatial and Temporal Denoiser (HSTDenoiser) to improve the hierarchical modeling of each joint. Our HSTDenoiser comprises two components: the Hierarchical-Related Spatial Transformer (HRST) and the Hierarchical-Related Temporal Transformer (HRTT). HRST exploits joint spatial information and the influence of the parent joint on each joint for spatial modeling, while HRTT utilizes information from both the joint and its hierarchical adjacent joints to explore the hierarchical temporal correlations among joints. Code and models are available at https://github.com/Andyen512/DDHPose
UPose3D: Uncertainty-Aware 3D Human Pose Estimation with Cross-View and Temporal Cues
We introduce UPose3D, a novel approach for multi-view 3D human pose estimation, addressing challenges in accuracy and scalability. Our method advances existing pose estimation frameworks by improving robustness and flexibility without requiring direct 3D annotations. At the core of our method, a pose compiler module refines predictions from a 2D keypoints estimator that operates on a single image by leveraging temporal and cross-view information. Our novel cross-view fusion strategy is scalable to any number of cameras, while our synthetic data generation strategy ensures generalization across diverse actors, scenes, and viewpoints. Finally, UPose3D leverages the prediction uncertainty of both the 2D keypoint estimator and the pose compiler module. This provides robustness to outliers and noisy data, resulting in state-of-the-art performance in out-of-distribution settings. In addition, for in-distribution settings, UPose3D yields performance rivalling methods that rely on 3D annotated data while being the state-of-the-art among methods relying only on 2D supervision.
HACK: Learning a Parametric Head and Neck Model for High-fidelity Animation
Significant advancements have been made in developing parametric models for digital humans, with various approaches concentrating on parts such as the human body, hand, or face. Nevertheless, connectors such as the neck have been overlooked in these models, with rich anatomical priors often unutilized. In this paper, we introduce HACK (Head-And-neCK), a novel parametric model for constructing the head and cervical region of digital humans. Our model seeks to disentangle the full spectrum of neck and larynx motions, facial expressions, and appearance variations, providing personalized and anatomically consistent controls, particularly for the neck regions. To build our HACK model, we acquire a comprehensive multi-modal dataset of the head and neck under various facial expressions. We employ a 3D ultrasound imaging scheme to extract the inner biomechanical structures, namely the precise 3D rotation information of the seven vertebrae of the cervical spine. We then adopt a multi-view photometric approach to capture the geometry and physically-based textures of diverse subjects, who exhibit a diverse range of static expressions as well as sequential head-and-neck movements. Using the multi-modal dataset, we train the parametric HACK model by separating the 3D head and neck depiction into various shape, pose, expression, and larynx blendshapes from the neutral expression and the rest skeletal pose. We adopt an anatomically-consistent skeletal design for the cervical region, and the expression is linked to facial action units for artist-friendly controls. HACK addresses the head and neck as a unified entity, offering more accurate and expressive controls, with a new level of realism, particularly for the neck regions. This approach has significant benefits for numerous applications and enables inter-correlation analysis between head and neck for fine-grained motion synthesis and transfer.
FOUND: Foot Optimization with Uncertain Normals for Surface Deformation Using Synthetic Data
Surface reconstruction from multi-view images is a challenging task, with solutions often requiring a large number of sampled images with high overlap. We seek to develop a method for few-view reconstruction, for the case of the human foot. To solve this task, we must extract rich geometric cues from RGB images, before carefully fusing them into a final 3D object. Our FOUND approach tackles this, with 4 main contributions: (i) SynFoot, a synthetic dataset of 50,000 photorealistic foot images, paired with ground truth surface normals and keypoints; (ii) an uncertainty-aware surface normal predictor trained on our synthetic dataset; (iii) an optimization scheme for fitting a generative foot model to a series of images; and (iv) a benchmark dataset of calibrated images and high resolution ground truth geometry. We show that our normal predictor outperforms all off-the-shelf equivalents significantly on real images, and our optimization scheme outperforms state-of-the-art photogrammetry pipelines, especially for a few-view setting. We release our synthetic dataset and baseline 3D scans to the research community.
Equivariant Symmetry-Aware Head Pose Estimation for Fetal MRI
We present E(3)-Pose, a novel fast pose estimation method that jointly and explicitly models rotation equivariance and object symmetry. Our work is motivated by the challenging problem of accounting for fetal head motion during a diagnostic MRI scan. We aim to enable automatic adaptive prescription of 2D diagnostic MRI slices with 6-DoF head pose estimation, supported by 3D MRI volumes rapidly acquired before each 2D slice. Existing methods struggle to generalize to clinical volumes, due to pose ambiguities induced by inherent anatomical symmetries, as well as low resolution, noise, and artifacts. In contrast, E(3)-Pose captures anatomical symmetries and rigid pose equivariance by construction, and yields robust estimates of the fetal head pose. Our experiments on publicly available and representative clinical fetal MRI datasets demonstrate the superior robustness and generalization of our method across domains. Crucially, E(3)-Pose achieves state-of-the-art accuracy on clinical MRI volumes, paving the way for clinical translation. Our implementation is available at github.com/ramyamut/E3-Pose.
SMAP: Single-Shot Multi-Person Absolute 3D Pose Estimation
Recovering multi-person 3D poses with absolute scales from a single RGB image is a challenging problem due to the inherent depth and scale ambiguity from a single view. Addressing this ambiguity requires to aggregate various cues over the entire image, such as body sizes, scene layouts, and inter-person relationships. However, most previous methods adopt a top-down scheme that first performs 2D pose detection and then regresses the 3D pose and scale for each detected person individually, ignoring global contextual cues. In this paper, we propose a novel system that first regresses a set of 2.5D representations of body parts and then reconstructs the 3D absolute poses based on these 2.5D representations with a depth-aware part association algorithm. Such a single-shot bottom-up scheme allows the system to better learn and reason about the inter-person depth relationship, improving both 3D and 2D pose estimation. The experiments demonstrate that the proposed approach achieves the state-of-the-art performance on the CMU Panoptic and MuPoTS-3D datasets and is applicable to in-the-wild videos.
GeoT: Geometry-guided Instance-dependent Transition Matrix for Semi-supervised Tooth Point Cloud Segmentation
Achieving meticulous segmentation of tooth point clouds from intra-oral scans stands as an indispensable prerequisite for various orthodontic applications. Given the labor-intensive nature of dental annotation, a significant amount of data remains unlabeled, driving increasing interest in semi-supervised approaches. One primary challenge of existing semi-supervised medical segmentation methods lies in noisy pseudo labels generated for unlabeled data. To address this challenge, we propose GeoT, the first framework that employs instance-dependent transition matrix (IDTM) to explicitly model noise in pseudo labels for semi-supervised dental segmentation. Specifically, to handle the extensive solution space of IDTM arising from tens of thousands of dental points, we introduce tooth geometric priors through two key components: point-level geometric regularization (PLGR) to enhance consistency between point adjacency relationships in 3D and IDTM spaces, and class-level geometric smoothing (CLGS) to leverage the fixed spatial distribution of tooth categories for optimal IDTM estimation. Extensive experiments performed on the public Teeth3DS dataset and private dataset demonstrate that our method can make full utilization of unlabeled data to facilitate segmentation, achieving performance comparable to fully supervised methods with only 20% of the labeled data.
TokenHMR: Advancing Human Mesh Recovery with a Tokenized Pose Representation
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, 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 losses 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 providing a uniform prior. Extensive experiments on the EMDB and 3DPW datasets show that our reformulated keypoint 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.
Towards Learning Monocular 3D Object Localization From 2D Labels using the Physical Laws of Motion
We present a novel method for precise 3D object localization in single images from a single calibrated camera using only 2D labels. No expensive 3D labels are needed. Thus, instead of using 3D labels, our model is trained with easy-to-annotate 2D labels along with the physical knowledge of the object's motion. Given this information, the model can infer the latent third dimension, even though it has never seen this information during training. Our method is evaluated on both synthetic and real-world datasets, and we are able to achieve a mean distance error of just 6 cm in our experiments on real data. The results indicate the method's potential as a step towards learning 3D object location estimation, where collecting 3D data for training is not feasible.
Neural Refinement for Absolute Pose Regression with Feature Synthesis
Absolute Pose Regression (APR) methods use deep neural networks to directly regress camera poses from RGB images. However, the predominant APR architectures only rely on 2D operations during inference, resulting in limited accuracy of pose estimation due to the lack of 3D geometry constraints or priors. In this work, we propose a test-time refinement pipeline that leverages implicit geometric constraints using a robust feature field to enhance the ability of APR methods to use 3D information during inference. We also introduce a novel Neural Feature Synthesizer (NeFeS) model, which encodes 3D geometric features during training and directly renders dense novel view features at test time to refine APR methods. To enhance the robustness of our model, we introduce a feature fusion module and a progressive training strategy. Our proposed method achieves state-of-the-art single-image APR accuracy on indoor and outdoor datasets.
PIFuHD: Multi-Level Pixel-Aligned Implicit Function for High-Resolution 3D Human Digitization
Recent advances in image-based 3D human shape estimation have been driven by the significant improvement in representation power afforded by deep neural networks. Although current approaches have demonstrated the potential in real world settings, they still fail to produce reconstructions with the level of detail often present in the input images. We argue that this limitation stems primarily form two conflicting requirements; accurate predictions require large context, but precise predictions require high resolution. Due to memory limitations in current hardware, previous approaches tend to take low resolution images as input to cover large spatial context, and produce less precise (or low resolution) 3D estimates as a result. We address this limitation by formulating a multi-level architecture that is end-to-end trainable. A coarse level observes the whole image at lower resolution and focuses on holistic reasoning. This provides context to an fine level which estimates highly detailed geometry by observing higher-resolution images. We demonstrate that our approach significantly outperforms existing state-of-the-art techniques on single image human shape reconstruction by fully leveraging 1k-resolution input images.
HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos
We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground-truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. In our experiments, we demonstrate the effectiveness of multi-view egocentric data for three popular tasks: 3D hand tracking, 6DoF object pose estimation, and 3D lifting of unknown in-hand objects. The evaluated multi-view methods, whose benchmarking is uniquely enabled by HOT3D, significantly outperform their single-view counterparts.
KNEEL: Knee Anatomical Landmark Localization Using Hourglass Networks
This paper addresses the challenge of localization of anatomical landmarks in knee X-ray images at different stages of osteoarthritis (OA). Landmark localization can be viewed as regression problem, where the landmark position is directly predicted by using the region of interest or even full-size images leading to large memory footprint, especially in case of high resolution medical images. In this work, we propose an efficient deep neural networks framework with an hourglass architecture utilizing a soft-argmax layer to directly predict normalized coordinates of the landmark points. We provide an extensive evaluation of different regularization techniques and various loss functions to understand their influence on the localization performance. Furthermore, we introduce the concept of transfer learning from low-budget annotations, and experimentally demonstrate that such approach is improving the accuracy of landmark localization. Compared to the prior methods, we validate our model on two datasets that are independent from the train data and assess the performance of the method for different stages of OA severity. The proposed approach demonstrates better generalization performance compared to the current state-of-the-art.
3D Human Pose Perception from Egocentric Stereo Videos
While head-mounted devices are becoming more compact, they provide egocentric views with significant self-occlusions of the device user. Hence, existing methods often fail to accurately estimate complex 3D poses from egocentric views. In this work, we propose a new transformer-based framework to improve egocentric stereo 3D human pose estimation, which leverages the scene information and temporal context of egocentric stereo videos. Specifically, we utilize 1) depth features from our 3D scene reconstruction module with uniformly sampled windows of egocentric stereo frames, and 2) human joint queries enhanced by temporal features of the video inputs. Our method is able to accurately estimate human poses even in challenging scenarios, such as crouching and sitting. Furthermore, we introduce two new benchmark datasets, i.e., UnrealEgo2 and UnrealEgo-RW (RealWorld). The proposed datasets offer a much larger number of egocentric stereo views with a wider variety of human motions than the existing datasets, allowing comprehensive evaluation of existing and upcoming methods. Our extensive experiments show that the proposed approach significantly outperforms previous methods. We will release UnrealEgo2, UnrealEgo-RW, and trained models on our project page.
ToMiE: Towards Modular Growth in Enhanced SMPL Skeleton for 3D Human with Animatable Garments
In this paper, we highlight a critical yet often overlooked factor in most 3D human tasks, namely modeling humans with complex garments. It is known that the parameterized formulation of SMPL is able to fit human skin; while complex garments, e.g., hand-held objects and loose-fitting garments, are difficult to get modeled within the unified framework, since their movements are usually decoupled with the human body. To enhance the capability of SMPL skeleton in response to this situation, we propose a modular growth strategy that enables the joint tree of the skeleton to expand adaptively. Specifically, our method, called ToMiE, consists of parent joints localization and external joints optimization. For parent joints localization, we employ a gradient-based approach guided by both LBS blending weights and motion kernels. Once the external joints are obtained, we proceed to optimize their transformations in SE(3) across different frames, enabling rendering and explicit animation. ToMiE manages to outperform other methods across various cases with garments, not only in rendering quality but also by offering free animation of grown joints, thereby enhancing the expressive ability of SMPL skeleton for a broader range of applications.
Vertebra-Focused Landmark Detection for Scoliosis Assessment
Adolescent idiopathic scoliosis (AIS) is a lifetime disease that arises in children. Accurate estimation of Cobb angles of the scoliosis is essential for clinicians to make diagnosis and treatment decisions. The Cobb angles are measured according to the vertebrae landmarks. Existing regression-based methods for the vertebra landmark detection typically suffer from large dense mapping parameters and inaccurate landmark localization. The segmentation-based methods tend to predict connected or corrupted vertebra masks. In this paper, we propose a novel vertebra-focused landmark detection method. Our model first localizes the vertebra centers, based on which it then traces the four corner landmarks of the vertebra through the learned corner offset. In this way, our method is able to keep the order of the landmarks. The comparison results demonstrate the merits of our method in both Cobb angle measurement and landmark detection on low-contrast and ambiguous X-ray images. Code is available at: https://github.com/yijingru/Vertebra-Landmark-Detection.
3D Human Mesh Estimation from Virtual Markers
Inspired by the success of volumetric 3D pose estimation, some recent human mesh estimators propose to estimate 3D skeletons as intermediate representations, from which, the dense 3D meshes are regressed by exploiting the mesh topology. However, body shape information is lost in extracting skeletons, leading to mediocre performance. The advanced motion capture systems solve the problem by placing dense physical markers on the body surface, which allows to extract realistic meshes from their non-rigid motions. However, they cannot be applied to wild images without markers. In this work, we present an intermediate representation, named virtual markers, which learns 64 landmark keypoints on the body surface based on the large-scale mocap data in a generative style, mimicking the effects of physical markers. The virtual markers can be accurately detected from wild images and can reconstruct the intact meshes with realistic shapes by simple interpolation. Our approach outperforms the state-of-the-art methods on three datasets. In particular, it surpasses the existing methods by a notable margin on the SURREAL dataset, which has diverse body shapes. Code is available at https://github.com/ShirleyMaxx/VirtualMarker.
WHAC: World-grounded Humans and Cameras
Estimating human and camera trajectories with accurate scale in the world coordinate system from a monocular video is a highly desirable yet challenging and ill-posed problem. In this study, we aim to recover expressive parametric human models (i.e., SMPL-X) and corresponding camera poses jointly, by leveraging the synergy between three critical players: the world, the human, and the camera. Our approach is founded on two key observations. Firstly, camera-frame SMPL-X estimation methods readily recover absolute human depth. Secondly, human motions inherently provide absolute spatial cues. By integrating these insights, we introduce a novel framework, referred to as WHAC, to facilitate world-grounded expressive human pose and shape estimation (EHPS) alongside camera pose estimation, without relying on traditional optimization techniques. Additionally, we present a new synthetic dataset, WHAC-A-Mole, which includes accurately annotated humans and cameras, and features diverse interactive human motions as well as realistic camera trajectories. Extensive experiments on both standard and newly established benchmarks highlight the superiority and efficacy of our framework. We will make the code and dataset publicly available.
Capturing and Inferring Dense Full-Body Human-Scene Contact
Inferring human-scene contact (HSC) is the first step toward understanding how humans interact with their surroundings. While detecting 2D human-object interaction (HOI) and reconstructing 3D human pose and shape (HPS) have enjoyed significant progress, reasoning about 3D human-scene contact from a single image is still challenging. Existing HSC detection methods consider only a few types of predefined contact, often reduce body and scene to a small number of primitives, and even overlook image evidence. To predict human-scene contact from a single image, we address the limitations above from both data and algorithmic perspectives. We capture a new dataset called RICH for "Real scenes, Interaction, Contact and Humans." RICH contains multiview outdoor/indoor video sequences at 4K resolution, ground-truth 3D human bodies captured using markerless motion capture, 3D body scans, and high resolution 3D scene scans. A key feature of RICH is that it also contains accurate vertex-level contact labels on the body. Using RICH, we train a network that predicts dense body-scene contacts from a single RGB image. Our key insight is that regions in contact are always occluded so the network needs the ability to explore the whole image for evidence. We use a transformer to learn such non-local relationships and propose a new Body-Scene contact TRansfOrmer (BSTRO). Very few methods explore 3D contact; those that do focus on the feet only, detect foot contact as a post-processing step, or infer contact from body pose without looking at the scene. To our knowledge, BSTRO is the first method to directly estimate 3D body-scene contact from a single image. We demonstrate that BSTRO significantly outperforms the prior art. The code and dataset are available at https://rich.is.tue.mpg.de.
StarPose: 3D Human Pose Estimation via Spatial-Temporal Autoregressive Diffusion
Monocular 3D human pose estimation remains a challenging task due to inherent depth ambiguities and occlusions. Compared to traditional methods based on Transformers or Convolutional Neural Networks (CNNs), recent diffusion-based approaches have shown superior performance, leveraging their probabilistic nature and high-fidelity generation capabilities. However, these methods often fail to account for the spatial and temporal correlations across predicted frames, resulting in limited temporal consistency and inferior accuracy in predicted 3D pose sequences. To address these shortcomings, this paper proposes StarPose, an autoregressive diffusion framework that effectively incorporates historical 3D pose predictions and spatial-temporal physical guidance to significantly enhance both the accuracy and temporal coherence of pose predictions. Unlike existing approaches, StarPose models the 2D-to-3D pose mapping as an autoregressive diffusion process. By synergically integrating previously predicted 3D poses with 2D pose inputs via a Historical Pose Integration Module (HPIM), the framework generates rich and informative historical pose embeddings that guide subsequent denoising steps, ensuring temporally consistent predictions. In addition, a fully plug-and-play Spatial-Temporal Physical Guidance (STPG) mechanism is tailored to refine the denoising process in an iterative manner, which further enforces spatial anatomical plausibility and temporal motion dynamics, rendering robust and realistic pose estimates. Extensive experiments on benchmark datasets demonstrate that StarPose outperforms state-of-the-art methods, achieving superior accuracy and temporal consistency in 3D human pose estimation. Code is available at https://github.com/wileychan/StarPose.
FIND: An Unsupervised Implicit 3D Model of Articulated Human Feet
In this paper we present a high fidelity and articulated 3D human foot model. The model is parameterised by a disentangled latent code in terms of shape, texture and articulated pose. While high fidelity models are typically created with strong supervision such as 3D keypoint correspondences or pre-registration, we focus on the difficult case of little to no annotation. To this end, we make the following contributions: (i) we develop a Foot Implicit Neural Deformation field model, named FIND, capable of tailoring explicit meshes at any resolution i.e. for low or high powered devices; (ii) an approach for training our model in various modes of weak supervision with progressively better disentanglement as more labels, such as pose categories, are provided; (iii) a novel unsupervised part-based loss for fitting our model to 2D images which is better than traditional photometric or silhouette losses; (iv) finally, we release a new dataset of high resolution 3D human foot scans, Foot3D. On this dataset, we show our model outperforms a strong PCA implementation trained on the same data in terms of shape quality and part correspondences, and that our novel unsupervised part-based loss improves inference on images.
KS-APR: Keyframe Selection for Robust Absolute Pose Regression
Markerless Mobile Augmented Reality (AR) aims to anchor digital content in the physical world without using specific 2D or 3D objects. Absolute Pose Regressors (APR) are end-to-end machine learning solutions that infer the device's pose from a single monocular image. Thanks to their low computation cost, they can be directly executed on the constrained hardware of mobile AR devices. However, APR methods tend to yield significant inaccuracies for input images that are too distant from the training set. This paper introduces KS-APR, a pipeline that assesses the reliability of an estimated pose with minimal overhead by combining the inference results of the APR and the prior images in the training set. Mobile AR systems tend to rely upon visual-inertial odometry to track the relative pose of the device during the experience. As such, KS-APR favours reliability over frequency, discarding unreliable poses. This pipeline can integrate most existing APR methods to improve accuracy by filtering unreliable images with their pose estimates. We implement the pipeline on three types of APR models on indoor and outdoor datasets. The median error on position and orientation is reduced for all models, and the proportion of large errors is minimized across datasets. Our method enables state-of-the-art APRs such as DFNetdm to outperform single-image and sequential APR methods. These results demonstrate the scalability and effectiveness of KS-APR for visual localization tasks that do not require one-shot decisions.
Graph and Temporal Convolutional Networks for 3D Multi-person Pose Estimation in Monocular Videos
Despite the recent progress, 3D multi-person pose estimation from monocular videos is still challenging due to the commonly encountered problem of missing information caused by occlusion, partially out-of-frame target persons, and inaccurate person detection. To tackle this problem, we propose a novel framework integrating graph convolutional networks (GCNs) and temporal convolutional networks (TCNs) to robustly estimate camera-centric multi-person 3D poses that do not require camera parameters. In particular, we introduce a human-joint GCN, which, unlike the existing GCN, is based on a directed graph that employs the 2D pose estimator's confidence scores to improve the pose estimation results. We also introduce a human-bone GCN, which models the bone connections and provides more information beyond human joints. The two GCNs work together to estimate the spatial frame-wise 3D poses and can make use of both visible joint and bone information in the target frame to estimate the occluded or missing human-part information. To further refine the 3D pose estimation, we use our temporal convolutional networks (TCNs) to enforce the temporal and human-dynamics constraints. We use a joint-TCN to estimate person-centric 3D poses across frames, and propose a velocity-TCN to estimate the speed of 3D joints to ensure the consistency of the 3D pose estimation in consecutive frames. Finally, to estimate the 3D human poses for multiple persons, we propose a root-TCN that estimates camera-centric 3D poses without requiring camera parameters. Quantitative and qualitative evaluations demonstrate the effectiveness of the proposed method.
Three Ways to Improve Verbo-visual Fusion for Dense 3D Visual Grounding
3D visual grounding is the task of localizing the object in a 3D scene which is referred by a description in natural language. With a wide range of applications ranging from autonomous indoor robotics to AR/VR, the task has recently risen in popularity. A common formulation to tackle 3D visual grounding is grounding-by-detection, where localization is done via bounding boxes. However, for real-life applications that require physical interactions, a bounding box insufficiently describes the geometry of an object. We therefore tackle the problem of dense 3D visual grounding, i.e. referral-based 3D instance segmentation. We propose a dense 3D grounding network ConcreteNet, featuring three novel stand-alone modules which aim to improve grounding performance for challenging repetitive instances, i.e. instances with distractors of the same semantic class. First, we introduce a bottom-up attentive fusion module that aims to disambiguate inter-instance relational cues, next we construct a contrastive training scheme to induce separation in the latent space, and finally we resolve view-dependent utterances via a learned global camera token. ConcreteNet ranks 1st on the challenging ScanRefer online benchmark by a considerable +9.43% accuracy at 50% IoU and has won the ICCV 3rd Workshop on Language for 3D Scenes "3D Object Localization" challenge.
Mitigating Perspective Distortion-induced Shape Ambiguity in Image Crops
Objects undergo varying amounts of perspective distortion as they move across a camera's field of view. Models for predicting 3D from a single image often work with crops around the object of interest and ignore the location of the object in the camera's field of view. We note that ignoring this location information further exaggerates the inherent ambiguity in making 3D inferences from 2D images and can prevent models from even fitting to the training data. To mitigate this ambiguity, we propose Intrinsics-Aware Positional Encoding (KPE), which incorporates information about the location of crops in the image and camera intrinsics. Experiments on three popular 3D-from-a-single-image benchmarks: depth prediction on NYU, 3D object detection on KITTI & nuScenes, and predicting 3D shapes of articulated objects on ARCTIC, show the benefits of KPE.
UniK3D: Universal Camera Monocular 3D Estimation
Monocular 3D estimation is crucial for visual perception. However, current methods fall short by relying on oversimplified assumptions, such as pinhole camera models or rectified images. These limitations severely restrict their general applicability, causing poor performance in real-world scenarios with fisheye or panoramic images and resulting in substantial context loss. To address this, we present UniK3D, the first generalizable method for monocular 3D estimation able to model any camera. Our method introduces a spherical 3D representation which allows for better disentanglement of camera and scene geometry and enables accurate metric 3D reconstruction for unconstrained camera models. Our camera component features a novel, model-independent representation of the pencil of rays, achieved through a learned superposition of spherical harmonics. We also introduce an angular loss, which, together with the camera module design, prevents the contraction of the 3D outputs for wide-view cameras. A comprehensive zero-shot evaluation on 13 diverse datasets demonstrates the state-of-the-art performance of UniK3D across 3D, depth, and camera metrics, with substantial gains in challenging large-field-of-view and panoramic settings, while maintaining top accuracy in conventional pinhole small-field-of-view domains. Code and models are available at github.com/lpiccinelli-eth/unik3d .
GLA-GCN: Global-local Adaptive Graph Convolutional Network for 3D Human Pose Estimation from Monocular Video
3D human pose estimation has been researched for decades with promising fruits. 3D human pose lifting is one of the promising research directions toward the task where both estimated pose and ground truth pose data are used for training. Existing pose lifting works mainly focus on improving the performance of estimated pose, but they usually underperform when testing on the ground truth pose data. We observe that the performance of the estimated pose can be easily improved by preparing good quality 2D pose, such as fine-tuning the 2D pose or using advanced 2D pose detectors. As such, we concentrate on improving the 3D human pose lifting via ground truth data for the future improvement of more quality estimated pose data. Towards this goal, a simple yet effective model called Global-local Adaptive Graph Convolutional Network (GLA-GCN) is proposed in this work. Our GLA-GCN globally models the spatiotemporal structure via a graph representation and backtraces local joint features for 3D human pose estimation via individually connected layers. To validate our model design, we conduct extensive experiments on three benchmark datasets: Human3.6M, HumanEva-I, and MPI-INF-3DHP. Experimental results show that our GLA-GCN implemented with ground truth 2D poses significantly outperforms state-of-the-art methods (e.g., up to around 3%, 17%, and 14% error reductions on Human3.6M, HumanEva-I, and MPI-INF-3DHP, respectively). GitHub: https://github.com/bruceyo/GLA-GCN.
Deformable Model-Driven Neural Rendering for High-Fidelity 3D Reconstruction of Human Heads Under Low-View Settings
Reconstructing 3D human heads in low-view settings presents technical challenges, mainly due to the pronounced risk of overfitting with limited views and high-frequency signals. To address this, we propose geometry decomposition and adopt a two-stage, coarse-to-fine training strategy, allowing for progressively capturing high-frequency geometric details. We represent 3D human heads using the zero level-set of a combined signed distance field, comprising a smooth template, a non-rigid deformation, and a high-frequency displacement field. The template captures features that are independent of both identity and expression and is co-trained with the deformation network across multiple individuals with sparse and randomly selected views. The displacement field, capturing individual-specific details, undergoes separate training for each person. Our network training does not require 3D supervision or object masks. Experimental results demonstrate the effectiveness and robustness of our geometry decomposition and two-stage training strategy. Our method outperforms existing neural rendering approaches in terms of reconstruction accuracy and novel view synthesis under low-view settings. Moreover, the pre-trained template serves a good initialization for our model when encountering unseen individuals.
AxisPose: Model-Free Matching-Free Single-Shot 6D Object Pose Estimation via Axis Generation
Object pose estimation, which plays a vital role in robotics, augmented reality, and autonomous driving, has been of great interest in computer vision. Existing studies either require multi-stage pose regression or rely on 2D-3D feature matching. Though these approaches have shown promising results, they rely heavily on appearance information, requiring complex input (i.e., multi-view reference input, depth, or CAD models) and intricate pipeline (i.e., feature extraction-SfM-2D to 3D matching-PnP). We propose AxisPose, a model-free, matching-free, single-shot solution for robust 6D pose estimation, which fundamentally diverges from the existing paradigm. Unlike existing methods that rely on 2D-3D or 2D-2D matching using 3D techniques, such as SfM and PnP, AxisPose directly infers a robust 6D pose from a single view by leveraging a diffusion model to learn the latent axis distribution of objects without reference views. Specifically, AxisPose constructs an Axis Generation Module (AGM) to capture the latent geometric distribution of object axes through a diffusion model. The diffusion process is guided by injecting the gradient of geometric consistency loss into the noise estimation to maintain the geometric consistency of the generated tri-axis. With the generated tri-axis projection, AxisPose further adopts a Triaxial Back-projection Module (TBM) to recover the 6D pose from the object tri-axis. The proposed AxisPose achieves robust performance at the cross-instance level (i.e., one model for N instances) using only a single view as input without reference images, with great potential for generalization to unseen-object level.
En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data
We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.
Decaf: Monocular Deformation Capture for Face and Hand Interactions
Existing methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects. Modelling dense non-rigid object deformations in this setting remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR and avatar communications. This is due to the severe ill-posedness of the monocular view setting and the associated challenges. While it is possible to naively track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf
Joint2Human: High-quality 3D Human Generation via Compact Spherical Embedding of 3D Joints
3D human generation is increasingly significant in various applications. However, the direct use of 2D generative methods in 3D generation often results in significant loss of local details, while methods that reconstruct geometry from generated images struggle with global view consistency. In this work, we introduce Joint2Human, a novel method that leverages 2D diffusion models to generate detailed 3D human geometry directly, ensuring both global structure and local details. To achieve this, we employ the Fourier occupancy field (FOF) representation, enabling the direct production of 3D shapes as preliminary results using 2D generative models. With the proposed high-frequency enhancer and the multi-view recarving strategy, our method can seamlessly integrate the details from different views into a uniform global shape.To better utilize the 3D human prior and enhance control over the generated geometry, we introduce a compact spherical embedding of 3D joints. This allows for effective application of pose guidance during the generation process. Additionally, our method is capable of generating 3D humans guided by textual inputs. Our experimental results demonstrate the capability of our method to ensure global structure, local details, high resolution, and low computational cost, simultaneously. More results and code can be found on our project page at http://cic.tju.edu.cn/faculty/likun/projects/Joint2Human.
Large-Scale Person Detection and Localization using Overhead Fisheye Cameras
Location determination finds wide applications in daily life. Instead of existing efforts devoted to localizing tourist photos captured by perspective cameras, in this article, we focus on devising person positioning solutions using overhead fisheye cameras. Such solutions are advantageous in large field of view (FOV), low cost, anti-occlusion, and unaggressive work mode (without the necessity of cameras carried by persons). However, related studies are quite scarce, due to the paucity of data. To stimulate research in this exciting area, we present LOAF, the first large-scale overhead fisheye dataset for person detection and localization. LOAF is built with many essential features, e.g., i) the data cover abundant diversities in scenes, human pose, density, and location; ii) it contains currently the largest number of annotated pedestrian, i.e., 457K bounding boxes with groundtruth location information; iii) the body-boxes are labeled as radius-aligned so as to fully address the positioning challenge. To approach localization, we build a fisheye person detection network, which exploits the fisheye distortions by a rotation-equivariant training strategy and predict radius-aligned human boxes end-to-end. Then, the actual locations of the detected persons are calculated by a numerical solution on the fisheye model and camera altitude data. Extensive experiments on LOAF validate the superiority of our fisheye detector w.r.t. previous methods, and show that our whole fisheye positioning solution is able to locate all persons in FOV with an accuracy of 0.5 m, within 0.1 s.
Probabilistic Triangulation for Uncalibrated Multi-View 3D Human Pose Estimation
3D human pose estimation has been a long-standing challenge in computer vision and graphics, where multi-view methods have significantly progressed but are limited by the tedious calibration processes. Existing multi-view methods are restricted to fixed camera pose and therefore lack generalization ability. This paper presents a novel Probabilistic Triangulation module that can be embedded in a calibrated 3D human pose estimation method, generalizing it to uncalibration scenes. The key idea is to use a probability distribution to model the camera pose and iteratively update the distribution from 2D features instead of using camera pose. Specifically, We maintain a camera pose distribution and then iteratively update this distribution by computing the posterior probability of the camera pose through Monte Carlo sampling. This way, the gradients can be directly back-propagated from the 3D pose estimation to the 2D heatmap, enabling end-to-end training. Extensive experiments on Human3.6M and CMU Panoptic demonstrate that our method outperforms other uncalibration methods and achieves comparable results with state-of-the-art calibration methods. Thus, our method achieves a trade-off between estimation accuracy and generalizability. Our code is in https://github.com/bymaths/probabilistic_triangulation
Learning Temporal 3D Human Pose Estimation with Pseudo-Labels
We present a simple, yet effective, approach for self-supervised 3D human pose estimation. Unlike the prior work, we explore the temporal information next to the multi-view self-supervision. During training, we rely on triangulating 2D body pose estimates of a multiple-view camera system. A temporal convolutional neural network is trained with the generated 3D ground-truth and the geometric multi-view consistency loss, imposing geometrical constraints on the predicted 3D body skeleton. During inference, our model receives a sequence of 2D body pose estimates from a single-view to predict the 3D body pose for each of them. An extensive evaluation shows that our method achieves state-of-the-art performance in the Human3.6M and MPI-INF-3DHP benchmarks. Our code and models are publicly available at https://github.com/vru2020/TM_HPE/.
LPSNet: End-to-End Human Pose and Shape Estimation with Lensless Imaging
Human pose and shape (HPS) estimation with lensless imaging is not only beneficial to privacy protection but also can be used in covert surveillance scenarios due to the small size and simple structure of this device. However, this task presents significant challenges due to the inherent ambiguity of the captured measurements and lacks effective methods for directly estimating human pose and shape from lensless data. In this paper, we propose the first end-to-end framework to recover 3D human poses and shapes from lensless measurements to our knowledge. We specifically design a multi-scale lensless feature decoder to decode the lensless measurements through the optically encoded mask for efficient feature extraction. We also propose a double-head auxiliary supervision mechanism to improve the estimation accuracy of human limb ends. Besides, we establish a lensless imaging system and verify the effectiveness of our method on various datasets acquired by our lensless imaging system.
Absolute Coordinates Make Motion Generation Easy
State-of-the-art text-to-motion generation models rely on the kinematic-aware, local-relative motion representation popularized by HumanML3D, which encodes motion relative to the pelvis and to the previous frame with built-in redundancy. While this design simplifies training for earlier generation models, it introduces critical limitations for diffusion models and hinders applicability to downstream tasks. In this work, we revisit the motion representation and propose a radically simplified and long-abandoned alternative for text-to-motion generation: absolute joint coordinates in global space. Through systematic analysis of design choices, we show that this formulation achieves significantly higher motion fidelity, improved text alignment, and strong scalability, even with a simple Transformer backbone and no auxiliary kinematic-aware losses. Moreover, our formulation naturally supports downstream tasks such as text-driven motion control and temporal/spatial editing without additional task-specific reengineering and costly classifier guidance generation from control signals. Finally, we demonstrate promising generalization to directly generate SMPL-H mesh vertices in motion from text, laying a strong foundation for future research and motion-related applications.
NPC: Neural Point Characters from Video
High-fidelity human 3D models can now be learned directly from videos, typically by combining a template-based surface model with neural representations. However, obtaining a template surface requires expensive multi-view capture systems, laser scans, or strictly controlled conditions. Previous methods avoid using a template but rely on a costly or ill-posed mapping from observation to canonical space. We propose a hybrid point-based representation for reconstructing animatable characters that does not require an explicit surface model, while being generalizable to novel poses. For a given video, our method automatically produces an explicit set of 3D points representing approximate canonical geometry, and learns an articulated deformation model that produces pose-dependent point transformations. The points serve both as a scaffold for high-frequency neural features and an anchor for efficiently mapping between observation and canonical space. We demonstrate on established benchmarks that our representation overcomes limitations of prior work operating in either canonical or in observation space. Moreover, our automatic point extraction approach enables learning models of human and animal characters alike, matching the performance of the methods using rigged surface templates despite being more general. Project website: https://lemonatsu.github.io/npc/
Fish2Mesh Transformer: 3D Human Mesh Recovery from Egocentric Vision
Egocentric human body estimation allows for the inference of user body pose and shape from a wearable camera's first-person perspective. Although research has used pose estimation techniques to overcome self-occlusions and image distortions caused by head-mounted fisheye images, similar advances in 3D human mesh recovery (HMR) techniques have been limited. We introduce Fish2Mesh, a fisheye-aware transformer-based model designed for 3D egocentric human mesh recovery. We propose an egocentric position embedding block to generate an ego-specific position table for the Swin Transformer to reduce fisheye image distortion. Our model utilizes multi-task heads for SMPL parametric regression and camera translations, estimating 3D and 2D joints as auxiliary loss to support model training. To address the scarcity of egocentric camera data, we create a training dataset by employing the pre-trained 4D-Human model and third-person cameras for weak supervision. Our experiments demonstrate that Fish2Mesh outperforms previous state-of-the-art 3D HMR models.
CoT3DRef: Chain-of-Thoughts Data-Efficient 3D Visual Grounding
3D visual grounding is the ability to localize objects in 3D scenes conditioned by utterances. Most existing methods devote the referring head to localize the referred object directly, causing failure in complex scenarios. In addition, it does not illustrate how and why the network reaches the final decision. In this paper, we address this question Can we design an interpretable 3D visual grounding framework that has the potential to mimic the human perception system?. To this end, we formulate the 3D visual grounding problem as a sequence-to-sequence task by first predicting a chain of anchors and then the final target. Interpretability not only improves the overall performance but also helps us identify failure cases. Following the chain of thoughts approach enables us to decompose the referring task into interpretable intermediate steps, boosting the performance and making our framework extremely data-efficient. Moreover, our proposed framework can be easily integrated into any existing architecture. We validate our approach through comprehensive experiments on the Nr3D, Sr3D, and Scanrefer benchmarks and show consistent performance gains compared to existing methods without requiring manually annotated data. Furthermore, our proposed framework, dubbed CoT3DRef, is significantly data-efficient, whereas on the Sr3D dataset, when trained only on 10% of the data, we match the SOTA performance that trained on the entire data.
Human Pose Estimation on Privacy-Preserving Low-Resolution Depth Images
Human pose estimation (HPE) is a key building block for developing AI-based context-aware systems inside the operating room (OR). The 24/7 use of images coming from cameras mounted on the OR ceiling can however raise concerns for privacy, even in the case of depth images captured by RGB-D sensors. Being able to solely use low-resolution privacy-preserving images would address these concerns and help scale up the computer-assisted approaches that rely on such data to a larger number of ORs. In this paper, we introduce the problem of HPE on low-resolution depth images and propose an end-to-end solution that integrates a multi-scale super-resolution network with a 2D human pose estimation network. By exploiting intermediate feature-maps generated at different super-resolution, our approach achieves body pose results on low-resolution images (of size 64x48) that are on par with those of an approach trained and tested on full resolution images (of size 640x480).
Dens3R: A Foundation Model for 3D Geometry Prediction
Recent advances in dense 3D reconstruction have led to significant progress, yet achieving accurate unified geometric prediction remains a major challenge. Most existing methods are limited to predicting a single geometry quantity from input images. However, geometric quantities such as depth, surface normals, and point maps are inherently correlated, and estimating them in isolation often fails to ensure consistency, thereby limiting both accuracy and practical applicability. This motivates us to explore a unified framework that explicitly models the structural coupling among different geometric properties to enable joint regression. In this paper, we present Dens3R, a 3D foundation model designed for joint geometric dense prediction and adaptable to a wide range of downstream tasks. Dens3R adopts a two-stage training framework to progressively build a pointmap representation that is both generalizable and intrinsically invariant. Specifically, we design a lightweight shared encoder-decoder backbone and introduce position-interpolated rotary positional encoding to maintain expressive power while enhancing robustness to high-resolution inputs. By integrating image-pair matching features with intrinsic invariance modeling, Dens3R accurately regresses multiple geometric quantities such as surface normals and depth, achieving consistent geometry perception from single-view to multi-view inputs. Additionally, we propose a post-processing pipeline that supports geometrically consistent multi-view inference. Extensive experiments demonstrate the superior performance of Dens3R across various dense 3D prediction tasks and highlight its potential for broader applications.
AiOS: All-in-One-Stage Expressive Human Pose and Shape Estimation
Expressive human pose and shape estimation (a.k.a. 3D whole-body mesh recovery) involves the human body, hand, and expression estimation. Most existing methods have tackled this task in a two-stage manner, first detecting the human body part with an off-the-shelf detection model and inferring the different human body parts individually. Despite the impressive results achieved, these methods suffer from 1) loss of valuable contextual information via cropping, 2) introducing distractions, and 3) lacking inter-association among different persons and body parts, inevitably causing performance degradation, especially for crowded scenes. To address these issues, we introduce a novel all-in-one-stage framework, AiOS, for multiple expressive human pose and shape recovery without an additional human detection step. Specifically, our method is built upon DETR, which treats multi-person whole-body mesh recovery task as a progressive set prediction problem with various sequential detection. We devise the decoder tokens and extend them to our task. Specifically, we first employ a human token to probe a human location in the image and encode global features for each instance, which provides a coarse location for the later transformer block. Then, we introduce a joint-related token to probe the human joint in the image and encoder a fine-grained local feature, which collaborates with the global feature to regress the whole-body mesh. This straightforward but effective model outperforms previous state-of-the-art methods by a 9% reduction in NMVE on AGORA, a 30% reduction in PVE on EHF, a 10% reduction in PVE on ARCTIC, and a 3% reduction in PVE on EgoBody.
GeoDistill: Geometry-Guided Self-Distillation for Weakly Supervised Cross-View Localization
Cross-view localization, the task of estimating a camera's 3-degrees-of-freedom (3-DoF) pose by aligning ground-level images with satellite images, is crucial for large-scale outdoor applications like autonomous navigation and augmented reality. Existing methods often rely on fully supervised learning, which requires costly ground-truth pose annotations. In this work, we propose GeoDistill, a Geometry guided weakly supervised self distillation framework that uses teacher-student learning with Field-of-View (FoV)-based masking to enhance local feature learning for robust cross-view localization. In GeoDistill, the teacher model localizes a panoramic image, while the student model predicts locations from a limited FoV counterpart created by FoV-based masking. By aligning the student's predictions with those of the teacher, the student focuses on key features like lane lines and ignores textureless regions, such as roads. This results in more accurate predictions and reduced uncertainty, regardless of whether the query images are panoramas or limited FoV images. Our experiments show that GeoDistill significantly improves localization performance across different frameworks. Additionally, we introduce a novel orientation estimation network that predicts relative orientation without requiring precise planar position ground truth. GeoDistill provides a scalable and efficient solution for real-world cross-view localization challenges. Code and model can be found at https://github.com/tongshw/GeoDistill.
Leveraging Anthropometric Measurements to Improve Human Mesh Estimation and Ensure Consistent Body Shapes
The basic body shape (i.e., the body shape in T-pose) of a person does not change within a single video. However, most SOTA human mesh estimation (HME) models output a slightly different, thus inconsistent basic body shape for each video frame. Furthermore, we find that SOTA 3D human pose estimation (HPE) models outperform HME models regarding the precision of the estimated 3D keypoint positions. We solve the problem of inconsistent body shapes by leveraging anthropometric measurements like taken by tailors from humans. We create a model called A2B that converts given anthropometric measurements to basic body shape parameters of human mesh models. We obtain superior and consistent human meshes by combining the A2B model results with the keypoints of 3D HPE models using inverse kinematics. We evaluate our approach on challenging datasets like ASPset or fit3D, where we can lower the MPJPE by over 30 mm compared to SOTA HME models. Further, replacing estimates of the body shape parameters from existing HME models with A2B results not only increases the performance of these HME models, but also guarantees consistent body shapes.
BOP Challenge 2024 on Model-Based and Model-Free 6D Object Pose Estimation
We present the evaluation methodology, datasets and results of the BOP Challenge 2024, the sixth in a series of public competitions organized to capture the state of the art in 6D object pose estimation and related tasks. In 2024, our goal was to transition BOP from lab-like setups to real-world scenarios. First, we introduced new model-free tasks, where no 3D object models are available and methods need to onboard objects just from provided reference videos. Second, we defined a new, more practical 6D object detection task where identities of objects visible in a test image are not provided as input. Third, we introduced new BOP-H3 datasets recorded with high-resolution sensors and AR/VR headsets, closely resembling real-world scenarios. BOP-H3 include 3D models and onboarding videos to support both model-based and model-free tasks. Participants competed on seven challenge tracks, each defined by a task, object onboarding setup, and dataset group. Notably, the best 2024 method for model-based 6D localization of unseen objects (FreeZeV2.1) achieves 22% higher accuracy on BOP-Classic-Core than the best 2023 method (GenFlow), and is only 4% behind the best 2023 method for seen objects (GPose2023) although being significantly slower (24.9 vs 2.7s per image). A more practical 2024 method for this task is Co-op which takes only 0.8s per image and is 25X faster and 13% more accurate than GenFlow. Methods have a similar ranking on 6D detection as on 6D localization but higher run time. On model-based 2D detection of unseen objects, the best 2024 method (MUSE) achieves 21% relative improvement compared to the best 2023 method (CNOS). However, the 2D detection accuracy for unseen objects is still noticealy (-53%) behind the accuracy for seen objects (GDet2023). The online evaluation system stays open and is available at http://bop.felk.cvut.cz/
TriHuman : A Real-time and Controllable Tri-plane Representation for Detailed Human Geometry and Appearance Synthesis
Creating controllable, photorealistic, and geometrically detailed digital doubles of real humans solely from video data is a key challenge in Computer Graphics and Vision, especially when real-time performance is required. Recent methods attach a neural radiance field (NeRF) to an articulated structure, e.g., a body model or a skeleton, to map points into a pose canonical space while conditioning the NeRF on the skeletal pose. These approaches typically parameterize the neural field with a multi-layer perceptron (MLP) leading to a slow runtime. To address this drawback, we propose TriHuman a novel human-tailored, deformable, and efficient tri-plane representation, which achieves real-time performance, state-of-the-art pose-controllable geometry synthesis as well as photorealistic rendering quality. At the core, we non-rigidly warp global ray samples into our undeformed tri-plane texture space, which effectively addresses the problem of global points being mapped to the same tri-plane locations. We then show how such a tri-plane feature representation can be conditioned on the skeletal motion to account for dynamic appearance and geometry changes. Our results demonstrate a clear step towards higher quality in terms of geometry and appearance modeling of humans as well as runtime performance.
LiveHPS: LiDAR-based Scene-level Human Pose and Shape Estimation in Free Environment
For human-centric large-scale scenes, fine-grained modeling for 3D human global pose and shape is significant for scene understanding and can benefit many real-world applications. In this paper, we present LiveHPS, a novel single-LiDAR-based approach for scene-level human pose and shape estimation without any limitation of light conditions and wearable devices. In particular, we design a distillation mechanism to mitigate the distribution-varying effect of LiDAR point clouds and exploit the temporal-spatial geometric and dynamic information existing in consecutive frames to solve the occlusion and noise disturbance. LiveHPS, with its efficient configuration and high-quality output, is well-suited for real-world applications. Moreover, we propose a huge human motion dataset, named FreeMotion, which is collected in various scenarios with diverse human poses, shapes and translations. It consists of multi-modal and multi-view acquisition data from calibrated and synchronized LiDARs, cameras, and IMUs. Extensive experiments on our new dataset and other public datasets demonstrate the SOTA performance and robustness of our approach. We will release our code and dataset soon.
Spectral Graphormer: Spectral Graph-based Transformer for Egocentric Two-Hand Reconstruction using Multi-View Color Images
We propose a novel transformer-based framework that reconstructs two high fidelity hands from multi-view RGB images. Unlike existing hand pose estimation methods, where one typically trains a deep network to regress hand model parameters from single RGB image, we consider a more challenging problem setting where we directly regress the absolute root poses of two-hands with extended forearm at high resolution from egocentric view. As existing datasets are either infeasible for egocentric viewpoints or lack background variations, we create a large-scale synthetic dataset with diverse scenarios and collect a real dataset from multi-calibrated camera setup to verify our proposed multi-view image feature fusion strategy. To make the reconstruction physically plausible, we propose two strategies: (i) a coarse-to-fine spectral graph convolution decoder to smoothen the meshes during upsampling and (ii) an optimisation-based refinement stage at inference to prevent self-penetrations. Through extensive quantitative and qualitative evaluations, we show that our framework is able to produce realistic two-hand reconstructions and demonstrate the generalisation of synthetic-trained models to real data, as well as real-time AR/VR applications.
MVD-HuGaS: Human Gaussians from a Single Image via 3D Human Multi-view Diffusion Prior
3D human reconstruction from a single image is a challenging problem and has been exclusively studied in the literature. Recently, some methods have resorted to diffusion models for guidance, optimizing a 3D representation via Score Distillation Sampling(SDS) or generating one back-view image for facilitating reconstruction. However, these methods tend to produce unsatisfactory artifacts (e.g. flattened human structure or over-smoothing results caused by inconsistent priors from multiple views) and struggle with real-world generalization in the wild. In this work, we present MVD-HuGaS, enabling free-view 3D human rendering from a single image via a multi-view human diffusion model. We first generate multi-view images from the single reference image with an enhanced multi-view diffusion model, which is well fine-tuned on high-quality 3D human datasets to incorporate 3D geometry priors and human structure priors. To infer accurate camera poses from the sparse generated multi-view images for reconstruction, an alignment module is introduced to facilitate joint optimization of 3D Gaussians and camera poses. Furthermore, we propose a depth-based Facial Distortion Mitigation module to refine the generated facial regions, thereby improving the overall fidelity of the reconstruction.Finally, leveraging the refined multi-view images, along with their accurate camera poses, MVD-HuGaS optimizes the 3D Gaussians of the target human for high-fidelity free-view renderings. Extensive experiments on Thuman2.0 and 2K2K datasets show that the proposed MVD-HuGaS achieves state-of-the-art performance on single-view 3D human rendering.
Automatic Tooth Arrangement with Joint Features of Point and Mesh Representations via Diffusion Probabilistic Models
Tooth arrangement is a crucial step in orthodontics treatment, in which aligning teeth could improve overall well-being, enhance facial aesthetics, and boost self-confidence. To improve the efficiency of tooth arrangement and minimize errors associated with unreasonable designs by inexperienced practitioners, some deep learning-based tooth arrangement methods have been proposed. Currently, most existing approaches employ MLPs to model the nonlinear relationship between tooth features and transformation matrices to achieve tooth arrangement automatically. However, the limited datasets (which to our knowledge, have not been made public) collected from clinical practice constrain the applicability of existing methods, making them inadequate for addressing diverse malocclusion issues. To address this challenge, we propose a general tooth arrangement neural network based on the diffusion probabilistic model. Conditioned on the features extracted from the dental model, the diffusion probabilistic model can learn the distribution of teeth transformation matrices from malocclusion to normal occlusion by gradually denoising from a random variable, thus more adeptly managing real orthodontic data. To take full advantage of effective features, we exploit both mesh and point cloud representations by designing different encoding networks to extract the tooth (local) and jaw (global) features, respectively. In addition to traditional metrics ADD, PA-ADD, CSA, and ME_{rot}, we propose a new evaluation metric based on dental arch curves to judge whether the generated teeth meet the individual normal occlusion. Experimental results demonstrate that our proposed method achieves state-of-the-art tooth alignment results and satisfactory occlusal relationships between dental arches. We will publish the code and dataset.
3D-SPS: Single-Stage 3D Visual Grounding via Referred Point Progressive Selection
3D visual grounding aims to locate the referred target object in 3D point cloud scenes according to a free-form language description. Previous methods mostly follow a two-stage paradigm, i.e., language-irrelevant detection and cross-modal matching, which is limited by the isolated architecture. In such a paradigm, the detector needs to sample keypoints from raw point clouds due to the inherent properties of 3D point clouds (irregular and large-scale), to generate the corresponding object proposal for each keypoint. However, sparse proposals may leave out the target in detection, while dense proposals may confuse the matching model. Moreover, the language-irrelevant detection stage can only sample a small proportion of keypoints on the target, deteriorating the target prediction. In this paper, we propose a 3D Single-Stage Referred Point Progressive Selection (3D-SPS) method, which progressively selects keypoints with the guidance of language and directly locates the target. Specifically, we propose a Description-aware Keypoint Sampling (DKS) module to coarsely focus on the points of language-relevant objects, which are significant clues for grounding. Besides, we devise a Target-oriented Progressive Mining (TPM) module to finely concentrate on the points of the target, which is enabled by progressive intra-modal relation modeling and inter-modal target mining. 3D-SPS bridges the gap between detection and matching in the 3D visual grounding task, localizing the target at a single stage. Experiments demonstrate that 3D-SPS achieves state-of-the-art performance on both ScanRefer and Nr3D/Sr3D datasets.
Human3R: Everyone Everywhere All at Once
We present Human3R, a unified, feed-forward framework for online 4D human-scene reconstruction, in the world frame, from casually captured monocular videos. Unlike previous approaches that rely on multi-stage pipelines, iterative contact-aware refinement between humans and scenes, and heavy dependencies, e.g., human detection, depth estimation, and SLAM pre-processing, Human3R jointly recovers global multi-person SMPL-X bodies ("everyone"), dense 3D scene ("everywhere"), and camera trajectories in a single forward pass ("all-at-once"). Our method builds upon the 4D online reconstruction model CUT3R, and uses parameter-efficient visual prompt tuning, to strive to preserve CUT3R's rich spatiotemporal priors, while enabling direct readout of multiple SMPL-X bodies. Human3R is a unified model that eliminates heavy dependencies and iterative refinement. After being trained on the relatively small-scale synthetic dataset BEDLAM for just one day on one GPU, it achieves superior performance with remarkable efficiency: it reconstructs multiple humans in a one-shot manner, along with 3D scenes, in one stage, at real-time speed (15 FPS) with a low memory footprint (8 GB). Extensive experiments demonstrate that Human3R delivers state-of-the-art or competitive performance across tasks, including global human motion estimation, local human mesh recovery, video depth estimation, and camera pose estimation, with a single unified model. We hope that Human3R will serve as a simple yet strong baseline, be easily extended for downstream applications.Code available in https://fanegg.github.io/Human3R
Hand Keypoint Detection in Single Images using Multiview Bootstrapping
We present an approach that uses a multi-camera system to train fine-grained detectors for keypoints that are prone to occlusion, such as the joints of a hand. We call this procedure multiview bootstrapping: first, an initial keypoint detector is used to produce noisy labels in multiple views of the hand. The noisy detections are then triangulated in 3D using multiview geometry or marked as outliers. Finally, the reprojected triangulations are used as new labeled training data to improve the detector. We repeat this process, generating more labeled data in each iteration. We derive a result analytically relating the minimum number of views to achieve target true and false positive rates for a given detector. The method is used to train a hand keypoint detector for single images. The resulting keypoint detector runs in realtime on RGB images and has accuracy comparable to methods that use depth sensors. The single view detector, triangulated over multiple views, enables 3D markerless hand motion capture with complex object interactions.
SiTH: Single-view Textured Human Reconstruction with Image-Conditioned Diffusion
A long-standing goal of 3D human reconstruction is to create lifelike and fully detailed 3D humans from single images. The main challenge lies in inferring unknown human shapes, clothing, and texture information in areas not visible in the images. To address this, we propose SiTH, a novel pipeline that uniquely integrates an image-conditioned diffusion model into a 3D mesh reconstruction workflow. At the core of our method lies the decomposition of the ill-posed single-view reconstruction problem into hallucination and reconstruction subproblems. For the former, we employ a powerful generative diffusion model to hallucinate back appearances from the input images. For the latter, we leverage skinned body meshes as guidance to recover full-body texture meshes from the input and back-view images. Our designs enable training of the pipeline with only about 500 3D human scans while maintaining its generality and robustness. Extensive experiments and user studies on two 3D reconstruction benchmarks demonstrated the efficacy of our method in generating realistic, fully textured 3D humans from a diverse range of unseen images.
Reloc3r: Large-Scale Training of Relative Camera Pose Regression for Generalizable, Fast, and Accurate Visual Localization
Visual localization aims to determine the camera pose of a query image relative to a database of posed images. In recent years, deep neural networks that directly regress camera poses have gained popularity due to their fast inference capabilities. However, existing methods struggle to either generalize well to new scenes or provide accurate camera pose estimates. To address these issues, we present Reloc3r, a simple yet effective visual localization framework. It consists of an elegantly designed relative pose regression network, and a minimalist motion averaging module for absolute pose estimation. Trained on approximately 8 million posed image pairs, Reloc3r achieves surprisingly good performance and generalization ability. We conduct extensive experiments on 6 public datasets, consistently demonstrating the effectiveness and efficiency of the proposed method. It provides high-quality camera pose estimates in real time and generalizes to novel scenes. Code, weights, and data at: https://github.com/ffrivera0/reloc3r.
Depth Anywhere: Enhancing 360 Monocular Depth Estimation via Perspective Distillation and Unlabeled Data Augmentation
Accurately estimating depth in 360-degree imagery is crucial for virtual reality, autonomous navigation, and immersive media applications. Existing depth estimation methods designed for perspective-view imagery fail when applied to 360-degree images due to different camera projections and distortions, whereas 360-degree methods perform inferior due to the lack of labeled data pairs. We propose a new depth estimation framework that utilizes unlabeled 360-degree data effectively. Our approach uses state-of-the-art perspective depth estimation models as teacher models to generate pseudo labels through a six-face cube projection technique, enabling efficient labeling of depth in 360-degree images. This method leverages the increasing availability of large datasets. Our approach includes two main stages: offline mask generation for invalid regions and an online semi-supervised joint training regime. We tested our approach on benchmark datasets such as Matterport3D and Stanford2D3D, showing significant improvements in depth estimation accuracy, particularly in zero-shot scenarios. Our proposed training pipeline can enhance any 360 monocular depth estimator and demonstrates effective knowledge transfer across different camera projections and data types. See our project page for results: https://albert100121.github.io/Depth-Anywhere/
SyncHuman: Synchronizing 2D and 3D Generative Models for Single-view Human Reconstruction
Photorealistic 3D full-body human reconstruction from a single image is a critical yet challenging task for applications in films and video games due to inherent ambiguities and severe self-occlusions. While recent approaches leverage SMPL estimation and SMPL-conditioned image generative models to hallucinate novel views, they suffer from inaccurate 3D priors estimated from SMPL meshes and have difficulty in handling difficult human poses and reconstructing fine details. In this paper, we propose SyncHuman, a novel framework that combines 2D multiview generative model and 3D native generative model for the first time, enabling high-quality clothed human mesh reconstruction from single-view images even under challenging human poses. Multiview generative model excels at capturing fine 2D details but struggles with structural consistency, whereas 3D native generative model generates coarse yet structurally consistent 3D shapes. By integrating the complementary strengths of these two approaches, we develop a more effective generation framework. Specifically, we first jointly fine-tune the multiview generative model and the 3D native generative model with proposed pixel-aligned 2D-3D synchronization attention to produce geometrically aligned 3D shapes and 2D multiview images. To further improve details, we introduce a feature injection mechanism that lifts fine details from 2D multiview images onto the aligned 3D shapes, enabling accurate and high-fidelity reconstruction. Extensive experiments demonstrate that SyncHuman achieves robust and photo-realistic 3D human reconstruction, even for images with challenging poses. Our method outperforms baseline methods in geometric accuracy and visual fidelity, demonstrating a promising direction for future 3D generation models.
NICP: Neural ICP for 3D Human Registration at Scale
Aligning a template to 3D human point clouds is a long-standing problem crucial for tasks like animation, reconstruction, and enabling supervised learning pipelines. Recent data-driven methods leverage predicted surface correspondences. However, they are not robust to varied poses, identities, or noise. In contrast, industrial solutions often rely on expensive manual annotations or multi-view capturing systems. Recently, neural fields have shown promising results. Still, their purely data-driven and extrinsic nature does not incorporate any guidance toward the target surface, often resulting in a trivial misalignment of the template registration. Currently, no method can be considered the standard for 3D Human registration, limiting the scalability of downstream applications. In this work, we propose a neural scalable registration method, NSR, a pipeline that, for the first time, generalizes and scales across thousands of shapes and more than ten different data sources. Our essential contribution is NICP, an ICP-style self-supervised task tailored to neural fields. NSR takes a few seconds, is self-supervised, and works out of the box on pre-trained neural fields. NSR combines NICP with a localized neural field trained on a large MoCap dataset, achieving the state of the art over public benchmarks. The release of our code and checkpoints provides a powerful tool useful for many downstream tasks like dataset alignments, cleaning, or asset animation.
D-IF: Uncertainty-aware Human Digitization via Implicit Distribution Field
Realistic virtual humans play a crucial role in numerous industries, such as metaverse, intelligent healthcare, and self-driving simulation. But creating them on a large scale with high levels of realism remains a challenge. The utilization of deep implicit function sparks a new era of image-based 3D clothed human reconstruction, enabling pixel-aligned shape recovery with fine details. Subsequently, the vast majority of works locate the surface by regressing the deterministic implicit value for each point. However, should all points be treated equally regardless of their proximity to the surface? In this paper, we propose replacing the implicit value with an adaptive uncertainty distribution, to differentiate between points based on their distance to the surface. This simple ``value to distribution'' transition yields significant improvements on nearly all the baselines. Furthermore, qualitative results demonstrate that the models trained using our uncertainty distribution loss, can capture more intricate wrinkles, and realistic limbs. Code and models are available for research purposes at https://github.com/psyai-net/D-IF_release.
Dense Object Grounding in 3D Scenes
Localizing objects in 3D scenes according to the semantics of a given natural language is a fundamental yet important task in the field of multimedia understanding, which benefits various real-world applications such as robotics and autonomous driving. However, the majority of existing 3D object grounding methods are restricted to a single-sentence input describing an individual object, which cannot comprehend and reason more contextualized descriptions of multiple objects in more practical 3D cases. To this end, we introduce a new challenging task, called 3D Dense Object Grounding (3D DOG), to jointly localize multiple objects described in a more complicated paragraph rather than a single sentence. Instead of naively localizing each sentence-guided object independently, we found that dense objects described in the same paragraph are often semantically related and spatially located in a focused region of the 3D scene. To explore such semantic and spatial relationships of densely referred objects for more accurate localization, we propose a novel Stacked Transformer based framework for 3D DOG, named 3DOGSFormer. Specifically, we first devise a contextual query-driven local transformer decoder to generate initial grounding proposals for each target object. Then, we employ a proposal-guided global transformer decoder that exploits the local object features to learn their correlation for further refining initial grounding proposals. Extensive experiments on three challenging benchmarks (Nr3D, Sr3D, and ScanRefer) show that our proposed 3DOGSFormer outperforms state-of-the-art 3D single-object grounding methods and their dense-object variants by significant margins.
Back to Optimization: Diffusion-based Zero-Shot 3D Human Pose Estimation
Learning-based methods have dominated the 3D human pose estimation (HPE) tasks with significantly better performance in most benchmarks than traditional optimization-based methods. Nonetheless, 3D HPE in the wild is still the biggest challenge of learning-based models, whether with 2D-3D lifting, image-to-3D, or diffusion-based methods, since the trained networks implicitly learn camera intrinsic parameters and domain-based 3D human pose distributions and estimate poses by statistical average. On the other hand, the optimization-based methods estimate results case-by-case, which can predict more diverse and sophisticated human poses in the wild. By combining the advantages of optimization-based and learning-based methods, we propose the Zero-shot Diffusion-based Optimization (ZeDO) pipeline for 3D HPE to solve the problem of cross-domain and in-the-wild 3D HPE. Our multi-hypothesis ZeDO achieves state-of-the-art (SOTA) performance on Human3.6M as minMPJPE 51.4mm without training with any 2D-3D or image-3D pairs. Moreover, our single-hypothesis ZeDO achieves SOTA performance on 3DPW dataset with PA-MPJPE 42.6mm on cross-dataset evaluation, which even outperforms learning-based methods trained on 3DPW.
HccePose(BF): Predicting Front \& Back Surfaces to Construct Ultra-Dense 2D-3D Correspondences for Pose Estimation
In pose estimation for seen objects, a prevalent pipeline involves using neural networks to predict dense 3D coordinates of the object surface on 2D images, which are then used to establish dense 2D-3D correspondences. However, current methods primarily focus on more efficient encoding techniques to improve the precision of predicted 3D coordinates on the object's front surface, overlooking the potential benefits of incorporating the back surface and interior of the object. To better utilize the full surface and interior of the object, this study predicts 3D coordinates of both the object's front and back surfaces and densely samples 3D coordinates between them. This process creates ultra-dense 2D-3D correspondences, effectively enhancing pose estimation accuracy based on the Perspective-n-Point (PnP) algorithm. Additionally, we propose Hierarchical Continuous Coordinate Encoding (HCCE) to provide a more accurate and efficient representation of front and back surface coordinates. Experimental results show that, compared to existing state-of-the-art (SOTA) methods on the BOP website, the proposed approach outperforms across seven classic BOP core datasets. Code is available at https://github.com/WangYuLin-SEU/HCCEPose.
GLACE: Global Local Accelerated Coordinate Encoding
Scene coordinate regression (SCR) methods are a family of visual localization methods that directly regress 2D-3D matches for camera pose estimation. They are effective in small-scale scenes but face significant challenges in large-scale scenes that are further amplified in the absence of ground truth 3D point clouds for supervision. Here, the model can only rely on reprojection constraints and needs to implicitly triangulate the points. The challenges stem from a fundamental dilemma: The network has to be invariant to observations of the same landmark at different viewpoints and lighting conditions, etc., but at the same time discriminate unrelated but similar observations. The latter becomes more relevant and severe in larger scenes. In this work, we tackle this problem by introducing the concept of co-visibility to the network. We propose GLACE, which integrates pre-trained global and local encodings and enables SCR to scale to large scenes with only a single small-sized network. Specifically, we propose a novel feature diffusion technique that implicitly groups the reprojection constraints with co-visibility and avoids overfitting to trivial solutions. Additionally, our position decoder parameterizes the output positions for large-scale scenes more effectively. Without using 3D models or depth maps for supervision, our method achieves state-of-the-art results on large-scale scenes with a low-map-size model. On Cambridge landmarks, with a single model, we achieve 17% lower median position error than Poker, the ensemble variant of the state-of-the-art SCR method ACE. Code is available at: https://github.com/cvg/glace.
ODHSR: Online Dense 3D Reconstruction of Humans and Scenes from Monocular Videos
Creating a photorealistic scene and human reconstruction from a single monocular in-the-wild video figures prominently in the perception of a human-centric 3D world. Recent neural rendering advances have enabled holistic human-scene reconstruction but require pre-calibrated camera and human poses, and days of training time. In this work, we introduce a novel unified framework that simultaneously performs camera tracking, human pose estimation and human-scene reconstruction in an online fashion. 3D Gaussian Splatting is utilized to learn Gaussian primitives for humans and scenes efficiently, and reconstruction-based camera tracking and human pose estimation modules are designed to enable holistic understanding and effective disentanglement of pose and appearance. Specifically, we design a human deformation module to reconstruct the details and enhance generalizability to out-of-distribution poses faithfully. Aiming to learn the spatial correlation between human and scene accurately, we introduce occlusion-aware human silhouette rendering and monocular geometric priors, which further improve reconstruction quality. Experiments on the EMDB and NeuMan datasets demonstrate superior or on-par performance with existing methods in camera tracking, human pose estimation, novel view synthesis and runtime. Our project page is at https://eth-ait.github.io/ODHSR.
nnLandmark: A Self-Configuring Method for 3D Medical Landmark Detection
Landmark detection plays a crucial role in medical imaging tasks that rely on precise spatial localization, including specific applications in diagnosis, treatment planning, image registration, and surgical navigation. However, manual annotation is labor-intensive and requires expert knowledge. While deep learning shows promise in automating this task, progress is hindered by limited public datasets, inconsistent benchmarks, and non-standardized baselines, restricting reproducibility, fair comparisons, and model generalizability. This work introduces nnLandmark, a self-configuring deep learning framework for 3D medical landmark detection, adapting nnU-Net to perform heatmap-based regression. By leveraging nnU-Net's automated configuration, nnLandmark eliminates the need for manual parameter tuning, offering out-of-the-box usability. It achieves state-of-the-art accuracy across two public datasets, with a mean radial error (MRE) of 1.5 mm on the Mandibular Molar Landmark (MML) dental CT dataset and 1.2 mm for anatomical fiducials on a brain MRI dataset (AFIDs), where nnLandmark aligns with the inter-rater variability of 1.5 mm. With its strong generalization, reproducibility, and ease of deployment, nnLandmark establishes a reliable baseline for 3D landmark detection, supporting research in anatomical localization and clinical workflows that depend on precise landmark identification. The code will be available soon.
InteractVLM: 3D Interaction Reasoning from 2D Foundational Models
We introduce InteractVLM, a novel method to estimate 3D contact points on human bodies and objects from single in-the-wild images, enabling accurate human-object joint reconstruction in 3D. This is challenging due to occlusions, depth ambiguities, and widely varying object shapes. Existing methods rely on 3D contact annotations collected via expensive motion-capture systems or tedious manual labeling, limiting scalability and generalization. To overcome this, InteractVLM harnesses the broad visual knowledge of large Vision-Language Models (VLMs), fine-tuned with limited 3D contact data. However, directly applying these models is non-trivial, as they reason only in 2D, while human-object contact is inherently 3D. Thus we introduce a novel Render-Localize-Lift module that: (1) embeds 3D body and object surfaces in 2D space via multi-view rendering, (2) trains a novel multi-view localization model (MV-Loc) to infer contacts in 2D, and (3) lifts these to 3D. Additionally, we propose a new task called Semantic Human Contact estimation, where human contact predictions are conditioned explicitly on object semantics, enabling richer interaction modeling. InteractVLM outperforms existing work on contact estimation and also facilitates 3D reconstruction from an in-the wild image. Code and models are available at https://interactvlm.is.tue.mpg.de.
Gravity Network for end-to-end small lesion detection
This paper introduces a novel one-stage end-to-end detector specifically designed to detect small lesions in medical images. Precise localization of small lesions presents challenges due to their appearance and the diverse contextual backgrounds in which they are found. To address this, our approach introduces a new type of pixel-based anchor that dynamically moves towards the targeted lesion for detection. We refer to this new architecture as GravityNet, and the novel anchors as gravity points since they appear to be "attracted" by the lesions. We conducted experiments on two well-established medical problems involving small lesions to evaluate the performance of the proposed approach: microcalcifications detection in digital mammograms and microaneurysms detection in digital fundus images. Our method demonstrates promising results in effectively detecting small lesions in these medical imaging tasks.
HAMSt3R: Human-Aware Multi-view Stereo 3D Reconstruction
Recovering the 3D geometry of a scene from a sparse set of uncalibrated images is a long-standing problem in computer vision. While recent learning-based approaches such as DUSt3R and MASt3R have demonstrated impressive results by directly predicting dense scene geometry, they are primarily trained on outdoor scenes with static environments and struggle to handle human-centric scenarios. In this work, we introduce HAMSt3R, an extension of MASt3R for joint human and scene 3D reconstruction from sparse, uncalibrated multi-view images. First, we exploit DUNE, a strong image encoder obtained by distilling, among others, the encoders from MASt3R and from a state-of-the-art Human Mesh Recovery (HMR) model, multi-HMR, for a better understanding of scene geometry and human bodies. Our method then incorporates additional network heads to segment people, estimate dense correspondences via DensePose, and predict depth in human-centric environments, enabling a more comprehensive 3D reconstruction. By leveraging the outputs of our different heads, HAMSt3R produces a dense point map enriched with human semantic information in 3D. Unlike existing methods that rely on complex optimization pipelines, our approach is fully feed-forward and efficient, making it suitable for real-world applications. We evaluate our model on EgoHumans and EgoExo4D, two challenging benchmarks con taining diverse human-centric scenarios. Additionally, we validate its generalization to traditional multi-view stereo and multi-view pose regression tasks. Our results demonstrate that our method can reconstruct humans effectively while preserving strong performance in general 3D reconstruction tasks, bridging the gap between human and scene understanding in 3D vision.
6D Rotation Representation For Unconstrained Head Pose Estimation
In this paper, we present a method for unconstrained end-to-end head pose estimation. We address the problem of ambiguous rotation labels by introducing the rotation matrix formalism for our ground truth data and propose a continuous 6D rotation matrix representation for efficient and robust direct regression. This way, our method can learn the full rotation appearance which is contrary to previous approaches that restrict the pose prediction to a narrow-angle for satisfactory results. In addition, we propose a geodesic distance-based loss to penalize our network with respect to the SO(3) manifold geometry. Experiments on the public AFLW2000 and BIWI datasets demonstrate that our proposed method significantly outperforms other state-of-the-art methods by up to 20\%. We open-source our training and testing code along with our pre-trained models: https://github.com/thohemp/6DRepNet.
A Quantitative Evaluation of Dense 3D Reconstruction of Sinus Anatomy from Monocular Endoscopic Video
Generating accurate 3D reconstructions from endoscopic video is a promising avenue for longitudinal radiation-free analysis of sinus anatomy and surgical outcomes. Several methods for monocular reconstruction have been proposed, yielding visually pleasant 3D anatomical structures by retrieving relative camera poses with structure-from-motion-type algorithms and fusion of monocular depth estimates. However, due to the complex properties of the underlying algorithms and endoscopic scenes, the reconstruction pipeline may perform poorly or fail unexpectedly. Further, acquiring medical data conveys additional challenges, presenting difficulties in quantitatively benchmarking these models, understanding failure cases, and identifying critical components that contribute to their precision. In this work, we perform a quantitative analysis of a self-supervised approach for sinus reconstruction using endoscopic sequences paired with optical tracking and high-resolution computed tomography acquired from nine ex-vivo specimens. Our results show that the generated reconstructions are in high agreement with the anatomy, yielding an average point-to-mesh error of 0.91 mm between reconstructions and CT segmentations. However, in a point-to-point matching scenario, relevant for endoscope tracking and navigation, we found average target registration errors of 6.58 mm. We identified that pose and depth estimation inaccuracies contribute equally to this error and that locally consistent sequences with shorter trajectories generate more accurate reconstructions. These results suggest that achieving global consistency between relative camera poses and estimated depths with the anatomy is essential. In doing so, we can ensure proper synergy between all components of the pipeline for improved reconstructions that will facilitate clinical application of this innovative technology.
Dream3DAvatar: Text-Controlled 3D Avatar Reconstruction from a Single Image
With the rapid advancement of 3D representation techniques and generative models, substantial progress has been made in reconstructing full-body 3D avatars from a single image. However, this task remains fundamentally ill-posedness due to the limited information available from monocular input, making it difficult to control the geometry and texture of occluded regions during generation. To address these challenges, we redesign the reconstruction pipeline and propose Dream3DAvatar, an efficient and text-controllable two-stage framework for 3D avatar generation. In the first stage, we develop a lightweight, adapter-enhanced multi-view generation model. Specifically, we introduce the Pose-Adapter to inject SMPL-X renderings and skeletal information into SDXL, enforcing geometric and pose consistency across views. To preserve facial identity, we incorporate ID-Adapter-G, which injects high-resolution facial features into the generation process. Additionally, we leverage BLIP2 to generate high-quality textual descriptions of the multi-view images, enhancing text-driven controllability in occluded regions. In the second stage, we design a feedforward Transformer model equipped with a multi-view feature fusion module to reconstruct high-fidelity 3D Gaussian Splat representations (3DGS) from the generated images. Furthermore, we introduce ID-Adapter-R, which utilizes a gating mechanism to effectively fuse facial features into the reconstruction process, improving high-frequency detail recovery. Extensive experiments demonstrate that our method can generate realistic, animation-ready 3D avatars without any post-processing and consistently outperforms existing baselines across multiple evaluation metrics.
Multi3DRefer: Grounding Text Description to Multiple 3D Objects
We introduce the task of localizing a flexible number of objects in real-world 3D scenes using natural language descriptions. Existing 3D visual grounding tasks focus on localizing a unique object given a text description. However, such a strict setting is unnatural as localizing potentially multiple objects is a common need in real-world scenarios and robotic tasks (e.g., visual navigation and object rearrangement). To address this setting we propose Multi3DRefer, generalizing the ScanRefer dataset and task. Our dataset contains 61926 descriptions of 11609 objects, where zero, single or multiple target objects are referenced by each description. We also introduce a new evaluation metric and benchmark methods from prior work to enable further investigation of multi-modal 3D scene understanding. Furthermore, we develop a better baseline leveraging 2D features from CLIP by rendering object proposals online with contrastive learning, which outperforms the state of the art on the ScanRefer benchmark.
EMDB: The Electromagnetic Database of Global 3D Human Pose and Shape in the Wild
We present EMDB, the Electromagnetic Database of Global 3D Human Pose and Shape in the Wild. EMDB is a novel dataset that contains high-quality 3D SMPL pose and shape parameters with global body and camera trajectories for in-the-wild videos. We use body-worn, wireless electromagnetic (EM) sensors and a hand-held iPhone to record a total of 58 minutes of motion data, distributed over 81 indoor and outdoor sequences and 10 participants. Together with accurate body poses and shapes, we also provide global camera poses and body root trajectories. To construct EMDB, we propose a multi-stage optimization procedure, which first fits SMPL to the 6-DoF EM measurements and then refines the poses via image observations. To achieve high-quality results, we leverage a neural implicit avatar model to reconstruct detailed human surface geometry and appearance, which allows for improved alignment and smoothness via a dense pixel-level objective. Our evaluations, conducted with a multi-view volumetric capture system, indicate that EMDB has an expected accuracy of 2.3 cm positional and 10.6 degrees angular error, surpassing the accuracy of previous in-the-wild datasets. We evaluate existing state-of-the-art monocular RGB methods for camera-relative and global pose estimation on EMDB. EMDB is publicly available under https://ait.ethz.ch/emdb
InLoc: Indoor Visual Localization with Dense Matching and View Synthesis
We seek to predict the 6 degree-of-freedom (6DoF) pose of a query photograph with respect to a large indoor 3D map. The contributions of this work are three-fold. First, we develop a new large-scale visual localization method targeted for indoor environments. The method proceeds along three steps: (i) efficient retrieval of candidate poses that ensures scalability to large-scale environments, (ii) pose estimation using dense matching rather than local features to deal with textureless indoor scenes, and (iii) pose verification by virtual view synthesis to cope with significant changes in viewpoint, scene layout, and occluders. Second, we collect a new dataset with reference 6DoF poses for large-scale indoor localization. Query photographs are captured by mobile phones at a different time than the reference 3D map, thus presenting a realistic indoor localization scenario. Third, we demonstrate that our method significantly outperforms current state-of-the-art indoor localization approaches on this new challenging data.
UniEgoMotion: A Unified Model for Egocentric Motion Reconstruction, Forecasting, and Generation
Egocentric human motion generation and forecasting with scene-context is crucial for enhancing AR/VR experiences, improving human-robot interaction, advancing assistive technologies, and enabling adaptive healthcare solutions by accurately predicting and simulating movement from a first-person perspective. However, existing methods primarily focus on third-person motion synthesis with structured 3D scene contexts, limiting their effectiveness in real-world egocentric settings where limited field of view, frequent occlusions, and dynamic cameras hinder scene perception. To bridge this gap, we introduce Egocentric Motion Generation and Egocentric Motion Forecasting, two novel tasks that utilize first-person images for scene-aware motion synthesis without relying on explicit 3D scene. We propose UniEgoMotion, a unified conditional motion diffusion model with a novel head-centric motion representation tailored for egocentric devices. UniEgoMotion's simple yet effective design supports egocentric motion reconstruction, forecasting, and generation from first-person visual inputs in a unified framework. Unlike previous works that overlook scene semantics, our model effectively extracts image-based scene context to infer plausible 3D motion. To facilitate training, we introduce EE4D-Motion, a large-scale dataset derived from EgoExo4D, augmented with pseudo-ground-truth 3D motion annotations. UniEgoMotion achieves state-of-the-art performance in egocentric motion reconstruction and is the first to generate motion from a single egocentric image. Extensive evaluations demonstrate the effectiveness of our unified framework, setting a new benchmark for egocentric motion modeling and unlocking new possibilities for egocentric applications.
PALMS+: Modular Image-Based Floor Plan Localization Leveraging Depth Foundation Model
Indoor localization in GPS-denied environments is crucial for applications like emergency response and assistive navigation. Vision-based methods such as PALMS enable infrastructure-free localization using only a floor plan and a stationary scan, but are limited by the short range of smartphone LiDAR and ambiguity in indoor layouts. We propose PALMS+, a modular, image-based system that addresses these challenges by reconstructing scale-aligned 3D point clouds from posed RGB images using a foundation monocular depth estimation model (Depth Pro), followed by geometric layout matching via convolution with the floor plan. PALMS+ outputs a posterior over the location and orientation, usable for direct or sequential localization. Evaluated on the Structured3D and a custom campus dataset consisting of 80 observations across four large campus buildings, PALMS+ outperforms PALMS and F3Loc in stationary localization accuracy -- without requiring any training. Furthermore, when integrated with a particle filter for sequential localization on 33 real-world trajectories, PALMS+ achieved lower localization errors compared to other methods, demonstrating robustness for camera-free tracking and its potential for infrastructure-free applications. Code and data are available at https://github.com/Head-inthe-Cloud/PALMS-Plane-based-Accessible-Indoor-Localization-Using-Mobile-Smartphones
DreaMo: Articulated 3D Reconstruction From A Single Casual Video
Articulated 3D reconstruction has valuable applications in various domains, yet it remains costly and demands intensive work from domain experts. Recent advancements in template-free learning methods show promising results with monocular videos. Nevertheless, these approaches necessitate a comprehensive coverage of all viewpoints of the subject in the input video, thus limiting their applicability to casually captured videos from online sources. In this work, we study articulated 3D shape reconstruction from a single and casually captured internet video, where the subject's view coverage is incomplete. We propose DreaMo that jointly performs shape reconstruction while solving the challenging low-coverage regions with view-conditioned diffusion prior and several tailored regularizations. In addition, we introduce a skeleton generation strategy to create human-interpretable skeletons from the learned neural bones and skinning weights. We conduct our study on a self-collected internet video collection characterized by incomplete view coverage. DreaMo shows promising quality in novel-view rendering, detailed articulated shape reconstruction, and skeleton generation. Extensive qualitative and quantitative studies validate the efficacy of each proposed component, and show existing methods are unable to solve correct geometry due to the incomplete view coverage.
Uncertainty-Aware Testing-Time Optimization for 3D Human Pose Estimation
Although data-driven methods have achieved success in 3D human pose estimation, they often suffer from domain gaps and exhibit limited generalization. In contrast, optimization-based methods excel in fine-tuning for specific cases but are generally inferior to data-driven methods in overall performance. We observe that previous optimization-based methods commonly rely on a projection constraint, which only ensures alignment in 2D space, potentially leading to the overfitting problem. To address this, we propose an Uncertainty-Aware testing-time Optimization (UAO) framework, which keeps the prior information of the pre-trained model and alleviates the overfitting problem using the uncertainty of joints. Specifically, during the training phase, we design an effective 2D-to-3D network for estimating the corresponding 3D pose while quantifying the uncertainty of each 3D joint. For optimization during testing, the proposed optimization framework freezes the pre-trained model and optimizes only a latent state. Projection loss is then employed to ensure the generated poses are well aligned in 2D space for high-quality optimization. Furthermore, we utilize the uncertainty of each joint to determine how much each joint is allowed for optimization. The effectiveness and superiority of the proposed framework are validated through extensive experiments on challenging datasets: Human3.6M, MPI-INF-3DHP, and 3DPW. Notably, our approach outperforms the previous best result by a large margin of 5.5\% on Human3.6M. Code is available at https://github.com/xiu-cs/UAO-Pose3D{https://github.com/xiu-cs/UAO-Pose3D}.
3D-Aware Neural Body Fitting for Occlusion Robust 3D Human Pose Estimation
Regression-based methods for 3D human pose estimation directly predict the 3D pose parameters from a 2D image using deep networks. While achieving state-of-the-art performance on standard benchmarks, their performance degrades under occlusion. In contrast, optimization-based methods fit a parametric body model to 2D features in an iterative manner. The localized reconstruction loss can potentially make them robust to occlusion, but they suffer from the 2D-3D ambiguity. Motivated by the recent success of generative models in rigid object pose estimation, we propose 3D-aware Neural Body Fitting (3DNBF) - an approximate analysis-by-synthesis approach to 3D human pose estimation with SOTA performance and occlusion robustness. In particular, we propose a generative model of deep features based on a volumetric human representation with Gaussian ellipsoidal kernels emitting 3D pose-dependent feature vectors. The neural features are trained with contrastive learning to become 3D-aware and hence to overcome the 2D-3D ambiguity. Experiments show that 3DNBF outperforms other approaches on both occluded and standard benchmarks. Code is available at https://github.com/edz-o/3DNBF
IVD-Net: Intervertebral disc localization and segmentation in MRI with a multi-modal UNet
Accurate localization and segmentation of intervertebral disc (IVD) is crucial for the assessment of spine disease diagnosis. Despite the technological advances in medical imaging, IVD localization and segmentation are still manually performed, which is time-consuming and prone to errors. If, in addition, multi-modal imaging is considered, the burden imposed on disease assessments increases substantially. In this paper, we propose an architecture for IVD localization and segmentation in multi-modal MRI, which extends the well-known UNet. Compared to single images, multi-modal data brings complementary information, contributing to better data representation and discriminative power. Our contributions are three-fold. First, how to effectively integrate and fully leverage multi-modal data remains almost unexplored. In this work, each MRI modality is processed in a different path to better exploit their unique information. Second, inspired by HyperDenseNet, the network is densely-connected both within each path and across different paths, granting the model the freedom to learn where and how the different modalities should be processed and combined. Third, we improved standard U-Net modules by extending inception modules with two dilated convolutions blocks of different scale, which helps handling multi-scale context. We report experiments over the data set of the public MICCAI 2018 Challenge on Automatic Intervertebral Disc Localization and Segmentation, with 13 multi-modal MRI images used for training and 3 for validation. We trained IVD-Net on an NVidia TITAN XP GPU with 16 GBs RAM, using ADAM as optimizer and a learning rate of 10e-5 during 200 epochs. Training took about 5 hours, and segmentation of a whole volume about 2-3 seconds, on average. Several baselines, with different multi-modal fusion strategies, were used to demonstrate the effectiveness of the proposed architecture.
FOCUS - Multi-View Foot Reconstruction From Synthetically Trained Dense Correspondences
Surface reconstruction from multiple, calibrated images is a challenging task - often requiring a large number of collected images with significant overlap. We look at the specific case of human foot reconstruction. As with previous successful foot reconstruction work, we seek to extract rich per-pixel geometry cues from multi-view RGB images, and fuse these into a final 3D object. Our method, FOCUS, tackles this problem with 3 main contributions: (i) SynFoot2, an extension of an existing synthetic foot dataset to include a new data type: dense correspondence with the parameterized foot model FIND; (ii) an uncertainty-aware dense correspondence predictor trained on our synthetic dataset; (iii) two methods for reconstructing a 3D surface from dense correspondence predictions: one inspired by Structure-from-Motion, and one optimization-based using the FIND model. We show that our reconstruction achieves state-of-the-art reconstruction quality in a few-view setting, performing comparably to state-of-the-art when many views are available, and runs substantially faster. We release our synthetic dataset to the research community. Code is available at: https://github.com/OllieBoyne/FOCUS
SuperNormal: Neural Surface Reconstruction via Multi-View Normal Integration
We present SuperNormal, a fast, high-fidelity approach to multi-view 3D reconstruction using surface normal maps. With a few minutes, SuperNormal produces detailed surfaces on par with 3D scanners. We harness volume rendering to optimize a neural signed distance function (SDF) powered by multi-resolution hash encoding. To accelerate training, we propose directional finite difference and patch-based ray marching to approximate the SDF gradients numerically. While not compromising reconstruction quality, this strategy is nearly twice as efficient as analytical gradients and about three times faster than axis-aligned finite difference. Experiments on the benchmark dataset demonstrate the superiority of SuperNormal in efficiency and accuracy compared to existing multi-view photometric stereo methods. On our captured objects, SuperNormal produces more fine-grained geometry than recent neural 3D reconstruction methods.
HairGS: Hair Strand Reconstruction based on 3D Gaussian Splatting
Human hair reconstruction is a challenging problem in computer vision, with growing importance for applications in virtual reality and digital human modeling. Recent advances in 3D Gaussians Splatting (3DGS) provide efficient and explicit scene representations that naturally align with the structure of hair strands. In this work, we extend the 3DGS framework to enable strand-level hair geometry reconstruction from multi-view images. Our multi-stage pipeline first reconstructs detailed hair geometry using a differentiable Gaussian rasterizer, then merges individual Gaussian segments into coherent strands through a novel merging scheme, and finally refines and grows the strands under photometric supervision. While existing methods typically evaluate reconstruction quality at the geometric level, they often neglect the connectivity and topology of hair strands. To address this, we propose a new evaluation metric that serves as a proxy for assessing topological accuracy in strand reconstruction. Extensive experiments on both synthetic and real-world datasets demonstrate that our method robustly handles a wide range of hairstyles and achieves efficient reconstruction, typically completing within one hour. The project page can be found at: https://yimin-pan.github.io/hair-gs/
Mo2Cap2: Real-time Mobile 3D Motion Capture with a Cap-mounted Fisheye Camera
We propose the first real-time approach for the egocentric estimation of 3D human body pose in a wide range of unconstrained everyday activities. This setting has a unique set of challenges, such as mobility of the hardware setup, and robustness to long capture sessions with fast recovery from tracking failures. We tackle these challenges based on a novel lightweight setup that converts a standard baseball cap to a device for high-quality pose estimation based on a single cap-mounted fisheye camera. From the captured egocentric live stream, our CNN based 3D pose estimation approach runs at 60Hz on a consumer-level GPU. In addition to the novel hardware setup, our other main contributions are: 1) a large ground truth training corpus of top-down fisheye images and 2) a novel disentangled 3D pose estimation approach that takes the unique properties of the egocentric viewpoint into account. As shown by our evaluation, we achieve lower 3D joint error as well as better 2D overlay than the existing baselines.
Enhanced Scale-aware Depth Estimation for Monocular Endoscopic Scenes with Geometric Modeling
Scale-aware monocular depth estimation poses a significant challenge in computer-aided endoscopic navigation. However, existing depth estimation methods that do not consider the geometric priors struggle to learn the absolute scale from training with monocular endoscopic sequences. Additionally, conventional methods face difficulties in accurately estimating details on tissue and instruments boundaries. In this paper, we tackle these problems by proposing a novel enhanced scale-aware framework that only uses monocular images with geometric modeling for depth estimation. Specifically, we first propose a multi-resolution depth fusion strategy to enhance the quality of monocular depth estimation. To recover the precise scale between relative depth and real-world values, we further calculate the 3D poses of instruments in the endoscopic scenes by algebraic geometry based on the image-only geometric primitives (i.e., boundaries and tip of instruments). Afterwards, the 3D poses of surgical instruments enable the scale recovery of relative depth maps. By coupling scale factors and relative depth estimation, the scale-aware depth of the monocular endoscopic scenes can be estimated. We evaluate the pipeline on in-house endoscopic surgery videos and simulated data. The results demonstrate that our method can learn the absolute scale with geometric modeling and accurately estimate scale-aware depth for monocular scenes.
Instant Multi-View Head Capture through Learnable Registration
Existing methods for capturing datasets of 3D heads in dense semantic correspondence are slow, and commonly address the problem in two separate steps; multi-view stereo (MVS) reconstruction followed by non-rigid registration. To simplify this process, we introduce TEMPEH (Towards Estimation of 3D Meshes from Performances of Expressive Heads) to directly infer 3D heads in dense correspondence from calibrated multi-view images. Registering datasets of 3D scans typically requires manual parameter tuning to find the right balance between accurately fitting the scans surfaces and being robust to scanning noise and outliers. Instead, we propose to jointly register a 3D head dataset while training TEMPEH. Specifically, during training we minimize a geometric loss commonly used for surface registration, effectively leveraging TEMPEH as a regularizer. Our multi-view head inference builds on a volumetric feature representation that samples and fuses features from each view using camera calibration information. To account for partial occlusions and a large capture volume that enables head movements, we use view- and surface-aware feature fusion, and a spatial transformer-based head localization module, respectively. We use raw MVS scans as supervision during training, but, once trained, TEMPEH directly predicts 3D heads in dense correspondence without requiring scans. Predicting one head takes about 0.3 seconds with a median reconstruction error of 0.26 mm, 64% lower than the current state-of-the-art. This enables the efficient capture of large datasets containing multiple people and diverse facial motions. Code, model, and data are publicly available at https://tempeh.is.tue.mpg.de.
Geo-Sign: Hyperbolic Contrastive Regularisation for Geometrically Aware Sign Language Translation
Recent progress in Sign Language Translation (SLT) has focussed primarily on improving the representational capacity of large language models to incorporate Sign Language features. This work explores an alternative direction: enhancing the geometric properties of skeletal representations themselves. We propose Geo-Sign, a method that leverages the properties of hyperbolic geometry to model the hierarchical structure inherent in sign language kinematics. By projecting skeletal features derived from Spatio-Temporal Graph Convolutional Networks (ST-GCNs) into the Poincar\'e ball model, we aim to create more discriminative embeddings, particularly for fine-grained motions like finger articulations. We introduce a hyperbolic projection layer, a weighted Fr\'echet mean aggregation scheme, and a geometric contrastive loss operating directly in hyperbolic space. These components are integrated into an end-to-end translation framework as a regularisation function, to enhance the representations within the language model. This work demonstrates the potential of hyperbolic geometry to improve skeletal representations for Sign Language Translation, improving on SOTA RGB methods while preserving privacy and improving computational efficiency. Code available here: https://github.com/ed-fish/geo-sign.
Learning to Efficiently Adapt Foundation Models for Self-Supervised Endoscopic 3D Scene Reconstruction from Any Cameras
Accurate 3D scene reconstruction is essential for numerous medical tasks. Given the challenges in obtaining ground truth data, there has been an increasing focus on self-supervised learning (SSL) for endoscopic depth estimation as a basis for scene reconstruction. While foundation models have shown remarkable progress in visual tasks, their direct application to the medical domain often leads to suboptimal results. However, the visual features from these models can still enhance endoscopic tasks, emphasizing the need for efficient adaptation strategies, which still lack exploration currently. In this paper, we introduce Endo3DAC, a unified framework for endoscopic scene reconstruction that efficiently adapts foundation models. We design an integrated network capable of simultaneously estimating depth maps, relative poses, and camera intrinsic parameters. By freezing the backbone foundation model and training only the specially designed Gated Dynamic Vector-Based Low-Rank Adaptation (GDV-LoRA) with separate decoder heads, Endo3DAC achieves superior depth and pose estimation while maintaining training efficiency. Additionally, we propose a 3D scene reconstruction pipeline that optimizes depth maps' scales, shifts, and a few parameters based on our integrated network. Extensive experiments across four endoscopic datasets demonstrate that Endo3DAC significantly outperforms other state-of-the-art methods while requiring fewer trainable parameters. To our knowledge, we are the first to utilize a single network that only requires surgical videos to perform both SSL depth estimation and scene reconstruction tasks. The code will be released upon acceptance.
XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera
We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.
VISTA3D: A Unified Segmentation Foundation Model For 3D Medical Imaging
Foundation models for interactive segmentation in 2D natural images and videos have sparked significant interest in building 3D foundation models for medical imaging. However, the domain gaps and clinical use cases for 3D medical imaging require a dedicated model that diverges from existing 2D solutions. Specifically, such foundation models should support a full workflow that can actually reduce human effort. Treating 3D medical images as sequences of 2D slices and reusing interactive 2D foundation models seems straightforward, but 2D annotation is too time-consuming for 3D tasks. Moreover, for large cohort analysis, it's the highly accurate automatic segmentation models that reduce the most human effort. However, these models lack support for interactive corrections and lack zero-shot ability for novel structures, which is a key feature of "foundation". While reusing pre-trained 2D backbones in 3D enhances zero-shot potential, their performance on complex 3D structures still lags behind leading 3D models. To address these issues, we present VISTA3D, Versatile Imaging SegmenTation and Annotation model, that targets to solve all these challenges and requirements with one unified foundation model. VISTA3D is built on top of the well-established 3D segmentation pipeline, and it is the first model to achieve state-of-the-art performance in both 3D automatic (supporting 127 classes) and 3D interactive segmentation, even when compared with top 3D expert models on large and diverse benchmarks. Additionally, VISTA3D's 3D interactive design allows efficient human correction, and a novel 3D supervoxel method that distills 2D pretrained backbones grants VISTA3D top 3D zero-shot performance. We believe the model, recipe, and insights represent a promising step towards a clinically useful 3D foundation model. Code and weights are publicly available at https://github.com/Project-MONAI/VISTA.
3D Reconstruction and Information Fusion between Dormant and Canopy Seasons in Commercial Orchards Using Deep Learning and Fast GICP
In orchard automation, dense foliage during the canopy season severely occludes tree structures, minimizing visibility to various canopy parts such as trunks and branches, which limits the ability of a machine vision system. However, canopy structure is more open and visible during the dormant season when trees are defoliated. In this work, we present an information fusion framework that integrates multi-seasonal structural data to support robotic and automated crop load management during the entire growing season. The framework combines high-resolution RGB-D imagery from both dormant and canopy periods using YOLOv9-Seg for instance segmentation, Kinect Fusion for 3D reconstruction, and Fast Generalized Iterative Closest Point (Fast GICP) for model alignment. Segmentation outputs from YOLOv9-Seg were used to extract depth-informed masks, which enabled accurate 3D point cloud reconstruction via Kinect Fusion; these reconstructed models from each season were subsequently aligned using Fast GICP to achieve spatially coherent multi-season fusion. The YOLOv9-Seg model, trained on manually annotated images, achieved a mean squared error (MSE) of 0.0047 and segmentation mAP@50 scores up to 0.78 for trunks in dormant season dataset. Kinect Fusion enabled accurate reconstruction of tree geometry, validated with field measurements resulting in root mean square errors (RMSE) of 5.23 mm for trunk diameter, 4.50 mm for branch diameter, and 13.72 mm for branch spacing. Fast GICP achieved precise cross-seasonal registration with a minimum fitness score of 0.00197, allowing integrated, comprehensive tree structure modeling despite heavy occlusions during the growing season. This fused structural representation enables robotic systems to access otherwise obscured architectural information, improving the precision of pruning, thinning, and other automated orchard operations.
AnimateScene: Camera-controllable Animation in Any Scene
3D scene reconstruction and 4D human animation have seen rapid progress and broad adoption in recent years. However, seamlessly integrating reconstructed scenes with 4D human animation to produce visually engaging results remains challenging. One key difficulty lies in placing the human at the correct location and scale within the scene while avoiding unrealistic interpenetration. Another challenge is that the human and the background may exhibit different lighting and style, leading to unrealistic composites. In addition, appealing character motion videos are often accompanied by camera movements, which means that the viewpoints need to be reconstructed along a specified trajectory. We present AnimateScene, which addresses the above issues in a unified framework. First, we design an accurate placement module that automatically determines a plausible 3D position for the human and prevents any interpenetration within the scene during motion. Second, we propose a training-free style alignment method that adapts the 4D human representation to match the background's lighting and style, achieving coherent visual integration. Finally, we design a joint post-reconstruction method for both the 4D human and the 3D scene that allows camera trajectories to be inserted, enabling the final rendered video to feature visually appealing camera movements. Extensive experiments show that AnimateScene generates dynamic scene videos with high geometric detail and spatiotemporal coherence across various camera and action combinations.
Reconstructing Hand-Held Objects in 3D
Objects manipulated by the hand (i.e., manipulanda) are particularly challenging to reconstruct from in-the-wild RGB images or videos. Not only does the hand occlude much of the object, but also the object is often only visible in a small number of image pixels. At the same time, two strong anchors emerge in this setting: (1) estimated 3D hands help disambiguate the location and scale of the object, and (2) the set of manipulanda is small relative to all possible objects. With these insights in mind, we present a scalable paradigm for handheld object reconstruction that builds on recent breakthroughs in large language/vision models and 3D object datasets. Our model, MCC-Hand-Object (MCC-HO), jointly reconstructs hand and object geometry given a single RGB image and inferred 3D hand as inputs. Subsequently, we use GPT-4(V) to retrieve a 3D object model that matches the object in the image and rigidly align the model to the network-inferred geometry; we call this alignment Retrieval-Augmented Reconstruction (RAR). Experiments demonstrate that MCC-HO achieves state-of-the-art performance on lab and Internet datasets, and we show how RAR can be used to automatically obtain 3D labels for in-the-wild images of hand-object interactions.
Snap-Snap: Taking Two Images to Reconstruct 3D Human Gaussians in Milliseconds
Reconstructing 3D human bodies from sparse views has been an appealing topic, which is crucial to broader the related applications. In this paper, we propose a quite challenging but valuable task to reconstruct the human body from only two images, i.e., the front and back view, which can largely lower the barrier for users to create their own 3D digital humans. The main challenges lie in the difficulty of building 3D consistency and recovering missing information from the highly sparse input. We redesign a geometry reconstruction model based on foundation reconstruction models to predict consistent point clouds even input images have scarce overlaps with extensive human data training. Furthermore, an enhancement algorithm is applied to supplement the missing color information, and then the complete human point clouds with colors can be obtained, which are directly transformed into 3D Gaussians for better rendering quality. Experiments show that our method can reconstruct the entire human in 190 ms on a single NVIDIA RTX 4090, with two images at a resolution of 1024x1024, demonstrating state-of-the-art performance on the THuman2.0 and cross-domain datasets. Additionally, our method can complete human reconstruction even with images captured by low-cost mobile devices, reducing the requirements for data collection. Demos and code are available at https://hustvl.github.io/Snap-Snap/.
GeoCalib: Learning Single-image Calibration with Geometric Optimization
From a single image, visual cues can help deduce intrinsic and extrinsic camera parameters like the focal length and the gravity direction. This single-image calibration can benefit various downstream applications like image editing and 3D mapping. Current approaches to this problem are based on either classical geometry with lines and vanishing points or on deep neural networks trained end-to-end. The learned approaches are more robust but struggle to generalize to new environments and are less accurate than their classical counterparts. We hypothesize that they lack the constraints that 3D geometry provides. In this work, we introduce GeoCalib, a deep neural network that leverages universal rules of 3D geometry through an optimization process. GeoCalib is trained end-to-end to estimate camera parameters and learns to find useful visual cues from the data. Experiments on various benchmarks show that GeoCalib is more robust and more accurate than existing classical and learned approaches. Its internal optimization estimates uncertainties, which help flag failure cases and benefit downstream applications like visual localization. The code and trained models are publicly available at https://github.com/cvg/GeoCalib.
R-SCoRe: Revisiting Scene Coordinate Regression for Robust Large-Scale Visual Localization
Learning-based visual localization methods that use scene coordinate regression (SCR) offer the advantage of smaller map sizes. However, on datasets with complex illumination changes or image-level ambiguities, it remains a less robust alternative to feature matching methods. This work aims to close the gap. We introduce a covisibility graph-based global encoding learning and data augmentation strategy, along with a depth-adjusted reprojection loss to facilitate implicit triangulation. Additionally, we revisit the network architecture and local feature extraction module. Our method achieves state-of-the-art on challenging large-scale datasets without relying on network ensembles or 3D supervision. On Aachen Day-Night, we are 10times more accurate than previous SCR methods with similar map sizes and require at least 5times smaller map sizes than any other SCR method while still delivering superior accuracy. Code will be available at: https://github.com/cvg/scrstudio .
Towards Robust and Smooth 3D Multi-Person Pose Estimation from Monocular Videos in the Wild
3D pose estimation is an invaluable task in computer vision with various practical applications. Especially, 3D pose estimation for multi-person from a monocular video (3DMPPE) is particularly challenging and is still largely uncharted, far from applying to in-the-wild scenarios yet. We pose three unresolved issues with the existing methods: lack of robustness on unseen views during training, vulnerability to occlusion, and severe jittering in the output. As a remedy, we propose POTR-3D, the first realization of a sequence-to-sequence 2D-to-3D lifting model for 3DMPPE, powered by a novel geometry-aware data augmentation strategy, capable of generating unbounded data with a variety of views while caring about the ground plane and occlusions. Through extensive experiments, we verify that the proposed model and data augmentation robustly generalizes to diverse unseen views, robustly recovers the poses against heavy occlusions, and reliably generates more natural and smoother outputs. The effectiveness of our approach is verified not only by achieving the state-of-the-art performance on public benchmarks, but also by qualitative results on more challenging in-the-wild videos. Demo videos are available at https://www.youtube.com/@potr3d.
