Much of the field has focused on estimating 2D joints, 3D joints, or the skeleton of the body. We focus on estimating the full 3D shape and pose. This is crucial for reasoning about interactions. Having the ability to do so from RGB images enables markerless motion capture and provides the foundation for h...
Accurate 3D body shape and appearance capture is useful for applications ranging from special effects, to fashion, to medicine. High-resolution scanners can capture human body shape and texture in great detail but these are bulky and expensive. In contrast, inexpensive RGB-D sensors are proliferating but are of much lower resolution...
Bodies in computer vision have often been an afterthought. Human pose is often represented by 10-12 body joints in 2D or 3D. This is inspired by Johannson's moving light displays, which showed that some human actions can be recognized from the motion of the major joints of the body. But the joint...
In Computer Vision – ECCV 2020, LNCS 12355, pages: 20-40, Springer International Publishing, Cham, August 2020 (inproceedings)
To understand how people look, interact, or perform tasks,we need to quickly and accurately capture their 3D body, face, and hands together from an RGB image. Most existing methods focus only on parts of the body. A few recent approaches reconstruct full expressive 3D humans from images using 3D body models that include the face and hands. These methods are optimization-based and thus slow, prone to local optima, and require 2D keypoints as input. We address these limitations by introducing ExPose (EXpressive POse and Shape rEgression), which directly regresses the body, face, and hands, in SMPL-X format, from an RGB image. This is a hard problem due to the high dimensionality of the body and the lack of expressive training data. Additionally, hands and faces are much smaller than the body, occupying very few image pixels. This makes hand and face estimation hard when body images are downscaled for neural networks. We make three main contributions. First, we account for the lack of training data by curating a dataset of SMPL-X fits on in-the-wild images. Second, we observe that body estimation localizes the face and hands reasonably well. We introduce body-driven attention for face and hand regions in the original image to extract higher-resolution crops that are fed to dedicated refinement modules. Third, these modules exploit part-specific knowledge from existing face and hand-only datasets. ExPose estimates expressive 3D humans more accurately than existing optimization methods at a small fraction of the computational cost. Our data, model and code are available for research at https://expose.is.tue.mpg.de.
In Proceedings International Conference on Computer Vision, pages: 2282-2292, IEEE, October 2019 (inproceedings)
To understand and analyze human behavior, we need to capture humans moving in, and interacting with, the world. Most existing methods perform 3D human pose estimation without explicitly considering the scene. We observe however that the world constrains the body and vice-versa. To motivate this, we show that current 3D human pose estimation methods produce results that are not consistent with the 3D scene. Our key contribution is to exploit static 3D scene structure to better estimate human pose from monocular images. The method enforces Proximal Relationships with Object eXclusion and is called PROX. To test this, we collect a new dataset composed of 12 different 3D scenes and RGB sequences of 20 subjects moving in and interacting with the scenes. We represent human pose using the 3D human body model SMPL-X and extend SMPLify-X to estimate body pose using scene constraints. We make use of the 3D scene information by formulating two main constraints. The interpenetration constraint penalizes intersection between the body model and the surrounding 3D scene. The contact constraint encourages specific parts of the body to be in contact with scene surfaces if they are close enough in distance and orientation. For quantitative evaluation we capture a separate dataset with 180 RGB frames in which the ground-truth body pose is estimated using a motion-capture system. We show quantitatively that introducing scene constraints significantly reduces 3D joint error and vertex error. Our code and data are available for research at https://prox.is.tue.mpg.de.
In Proceedings IEEE Conf. on Computer Vision and Pattern Recognition (CVPR), pages: 10975-10985, June 2019 (inproceedings)
To facilitate the analysis of human actions, interactions and emotions, we compute a 3D model of human body pose, hand pose, and facial expression from a single monocular image. To achieve this, we use thousands of 3D scans to train a new, unified, 3D model of the human body, SMPL-X, that extends SMPL with fully articulated hands and an expressive face. Learning to regress the parameters of SMPL-X directly from images is challenging without paired images and 3D ground truth. Consequently, we follow the approach of SMPLify, which estimates 2D features and then optimizes model parameters to fit the features. We improve on SMPLify in several significant ways: (1) we detect 2D features corresponding to the face, hands, and feet and fit the full SMPL-X model to these; (2) we train a new neural network pose prior using a large MoCap dataset; (3) we define a new interpenetration penalty that is both fast and accurate; (4) we automatically detect gender and the appropriate body models (male, female, or neutral); (5) our PyTorch implementation achieves a speedup of more than 8x over Chumpy. We use the new method, SMPLify-X, to fit SMPL-X to both controlled images and images in the wild. We evaluate 3D accuracy on a new curated dataset comprising 100 images with pseudo ground-truth. This is a step towards automatic expressive human capture from monocular RGB data. The models, code, and data are available for research purposes at https://smpl-x.is.tue.mpg.de.
In IEEE Conference on Computer Vision and Pattern Recognition (CVPR), IEEE Computer Society, 2018 (inproceedings)
Most state-of-the-art methods for action recognition rely on a two-stream architecture that processes appearance and motion independently. In this paper, we claim that consider- ing them jointly offers rich information for action recogni- tion. We introduce a novel representation that gracefully en- codes the movement of some semantic keypoints. We use the human joints as these keypoints and term our Pose moTion representation PoTion. Specifically, we first run a state- of-the-art human pose estimator  and extract heatmaps for the human joints in each frame. We obtain our PoTion representation by temporally aggregating these probability maps. This is achieved by ‘colorizing’ each of them de- pending on the relative time of the frames in the video clip and summing them. This fixed-size representation for an en- tire video clip is suitable to classify actions using a shallow convolutional neural network. Our experimental evaluation shows that PoTion outper- forms other state-of-the-art pose representations [6, 48]. Furthermore, it is complementary to standard appearance and motion streams. When combining PoTion with the recent two-stream I3D approach , we obtain state-of- the-art performance on the JHMDB, HMDB and UCF101 datasets.
Our goal is to understand the principles of Perception, Action and Learning in autonomous systems that successfully interact with complex environments and to use this understanding to design future systems