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SubscribeHumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset
With the rapid evolution of 3D generation algorithms, the cost of producing 3D humanoid character models has plummeted, yet the field is impeded by the lack of a comprehensive dataset for automatic rigging, which is a pivotal step in character animation. Addressing this gap, we present HumanRig, the first large-scale dataset specifically designed for 3D humanoid character rigging, encompassing 11,434 meticulously curated T-posed meshes adhered to a uniform skeleton topology. Capitalizing on this dataset, we introduce an innovative, data-driven automatic rigging framework, which overcomes the limitations of GNN-based methods in handling complex AI-generated meshes. Our approach integrates a Prior-Guided Skeleton Estimator (PGSE) module, which uses 2D skeleton joints to provide a preliminary 3D skeleton, and a Mesh-Skeleton Mutual Attention Network (MSMAN) that fuses skeleton features with 3D mesh features extracted by a U-shaped point transformer. This enables a coarse-to-fine 3D skeleton joint regression and a robust skinning estimation, surpassing previous methods in quality and versatility. This work not only remedies the dataset deficiency in rigging research but also propels the animation industry towards more efficient and automated character rigging pipelines.
Text-to-Motion Retrieval: Towards Joint Understanding of Human Motion Data and Natural Language
Due to recent advances in pose-estimation methods, human motion can be extracted from a common video in the form of 3D skeleton sequences. Despite wonderful application opportunities, effective and efficient content-based access to large volumes of such spatio-temporal skeleton data still remains a challenging problem. In this paper, we propose a novel content-based text-to-motion retrieval task, which aims at retrieving relevant motions based on a specified natural-language textual description. To define baselines for this uncharted task, we employ the BERT and CLIP language representations to encode the text modality and successful spatio-temporal models to encode the motion modality. We additionally introduce our transformer-based approach, called Motion Transformer (MoT), which employs divided space-time attention to effectively aggregate the different skeleton joints in space and time. Inspired by the recent progress in text-to-image/video matching, we experiment with two widely-adopted metric-learning loss functions. Finally, we set up a common evaluation protocol by defining qualitative metrics for assessing the quality of the retrieved motions, targeting the two recently-introduced KIT Motion-Language and HumanML3D datasets. The code for reproducing our results is available at https://github.com/mesnico/text-to-motion-retrieval.
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
Direct Multi-view Multi-person 3D Pose Estimation
We present Multi-view Pose transformer (MvP) for estimating multi-person 3D poses from multi-view images. Instead of estimating 3D joint locations from costly volumetric representation or reconstructing the per-person 3D pose from multiple detected 2D poses as in previous methods, MvP directly regresses the multi-person 3D poses in a clean and efficient way, without relying on intermediate tasks. Specifically, MvP represents skeleton joints as learnable query embeddings and let them progressively attend to and reason over the multi-view information from the input images to directly regress the actual 3D joint locations. To improve the accuracy of such a simple pipeline, MvP presents a hierarchical scheme to concisely represent query embeddings of multi-person skeleton joints and introduces an input-dependent query adaptation approach. Further, MvP designs a novel geometrically guided attention mechanism, called projective attention, to more precisely fuse the cross-view information for each joint. MvP also introduces a RayConv operation to integrate the view-dependent camera geometry into the feature representations for augmenting the projective attention. We show experimentally that our MvP model outperforms the state-of-the-art methods on several benchmarks while being much more efficient. Notably, it achieves 92.3% AP25 on the challenging Panoptic dataset, improving upon the previous best approach [36] by 9.8%. MvP is general and also extendable to recovering human mesh represented by the SMPL model, thus useful for modeling multi-person body shapes. Code and models are available at https://github.com/sail-sg/mvp.
ReJSHand: Efficient Real-Time Hand Pose Estimation and Mesh Reconstruction Using Refined Joint and Skeleton Features
Accurate hand pose estimation is vital in robotics, advancing dexterous manipulation in human-computer interaction. Toward this goal, this paper presents ReJSHand (which stands for Refined Joint and Skeleton Features), a cutting-edge network formulated for real-time hand pose estimation and mesh reconstruction. The proposed framework is designed to accurately predict 3D hand gestures under real-time constraints, which is essential for systems that demand agile and responsive hand motion tracking. The network's design prioritizes computational efficiency without compromising accuracy, a prerequisite for instantaneous robotic interactions. Specifically, ReJSHand comprises a 2D keypoint generator, a 3D keypoint generator, an expansion block, and a feature interaction block for meticulously reconstructing 3D hand poses from 2D imagery. In addition, the multi-head self-attention mechanism and a coordinate attention layer enhance feature representation, streamlining the creation of hand mesh vertices through sophisticated feature mapping and linear transformation. Regarding performance, comprehensive evaluations on the FreiHand dataset demonstrate ReJSHand's computational prowess. It achieves a frame rate of 72 frames per second while maintaining a PA-MPJPE (Position-Accurate Mean Per Joint Position Error) of 6.3 mm and a PA-MPVPE (Position-Accurate Mean Per Vertex Position Error) of 6.4 mm. Moreover, our model reaches scores of 0.756 for F@05 and 0.984 for F@15, surpassing modern pipelines and solidifying its position at the forefront of robotic hand pose estimators. To facilitate future studies, we provide our source code at ~https://github.com/daishipeng/ReJSHand.
Interweaved Graph and Attention Network for 3D Human Pose Estimation
Despite substantial progress in 3D human pose estimation from a single-view image, prior works rarely explore global and local correlations, leading to insufficient learning of human skeleton representations. To address this issue, we propose a novel Interweaved Graph and Attention Network (IGANet) that allows bidirectional communications between graph convolutional networks (GCNs) and attentions. Specifically, we introduce an IGA module, where attentions are provided with local information from GCNs and GCNs are injected with global information from attentions. Additionally, we design a simple yet effective U-shaped multi-layer perceptron (uMLP), which can capture multi-granularity information for body joints. Extensive experiments on two popular benchmark datasets (i.e. Human3.6M and MPI-INF-3DHP) are conducted to evaluate our proposed method.The results show that IGANet achieves state-of-the-art performance on both datasets. Code is available at https://github.com/xiu-cs/IGANet.
SKEL-CF: Coarse-to-Fine Biomechanical Skeleton and Surface Mesh Recovery
Parametric 3D human models such as SMPL have driven significant advances in human pose and shape estimation, yet their simplified kinematics limit biomechanical realism. The recently proposed SKEL model addresses this limitation by re-rigging SMPL with an anatomically accurate skeleton. However, estimating SKEL parameters directly remains challenging due to limited training data, perspective ambiguities, and the inherent complexity of human articulation. We introduce SKEL-CF, a coarse-to-fine framework for SKEL parameter estimation. SKEL-CF employs a transformer-based encoder-decoder architecture, where the encoder predicts coarse camera and SKEL parameters, and the decoder progressively refines them in successive layers. To ensure anatomically consistent supervision, we convert the existing SMPL-based dataset 4DHuman into a SKEL-aligned version, 4DHuman-SKEL, providing high-quality training data for SKEL estimation. In addition, to mitigate depth and scale ambiguities, we explicitly incorporate camera modeling into the SKEL-CF pipeline and demonstrate its importance across diverse viewpoints. Extensive experiments validate the effectiveness of the proposed design. On the challenging MOYO dataset, SKEL-CF achieves 85.0 MPJPE / 51.4 PA-MPJPE, significantly outperforming the previous SKEL-based state-of-the-art HSMR (104.5 / 79.6). These results establish SKEL-CF as a scalable and anatomically faithful framework for human motion analysis, bridging the gap between computer vision and biomechanics. Our implementation is available on the project page: https://pokerman8.github.io/SKEL-CF/.
Hi-LASSIE: High-Fidelity Articulated Shape and Skeleton Discovery from Sparse Image Ensemble
Automatically estimating 3D skeleton, shape, camera viewpoints, and part articulation from sparse in-the-wild image ensembles is a severely under-constrained and challenging problem. Most prior methods rely on large-scale image datasets, dense temporal correspondence, or human annotations like camera pose, 2D keypoints, and shape templates. We propose Hi-LASSIE, which performs 3D articulated reconstruction from only 20-30 online images in the wild without any user-defined shape or skeleton templates. We follow the recent work of LASSIE that tackles a similar problem setting and make two significant advances. First, instead of relying on a manually annotated 3D skeleton, we automatically estimate a class-specific skeleton from the selected reference image. Second, we improve the shape reconstructions with novel instance-specific optimization strategies that allow reconstructions to faithful fit on each instance while preserving the class-specific priors learned across all images. Experiments on in-the-wild image ensembles show that Hi-LASSIE obtains higher fidelity state-of-the-art 3D reconstructions despite requiring minimum user input.
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.
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/.
From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans
Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..
ZooBuilder: 2D and 3D Pose Estimation for Quadrupeds Using Synthetic Data
This work introduces a novel strategy for generating synthetic training data for 2D and 3D pose estimation of animals using keyframe animations. With the objective to automate the process of creating animations for wildlife, we train several 2D and 3D pose estimation models with synthetic data, and put in place an end-to-end pipeline called ZooBuilder. The pipeline takes as input a video of an animal in the wild, and generates the corresponding 2D and 3D coordinates for each joint of the animal's skeleton. With this approach, we produce motion capture data that can be used to create animations for wildlife.
OCHID-Fi: Occlusion-Robust Hand Pose Estimation in 3D via RF-Vision
Hand Pose Estimation (HPE) is crucial to many applications, but conventional cameras-based CM-HPE methods are completely subject to Line-of-Sight (LoS), as cameras cannot capture occluded objects. In this paper, we propose to exploit Radio-Frequency-Vision (RF-vision) capable of bypassing obstacles for achieving occluded HPE, and we introduce OCHID-Fi as the first RF-HPE method with 3D pose estimation capability. OCHID-Fi employs wideband RF sensors widely available on smart devices (e.g., iPhones) to probe 3D human hand pose and extract their skeletons behind obstacles. To overcome the challenge in labeling RF imaging given its human incomprehensible nature, OCHID-Fi employs a cross-modality and cross-domain training process. It uses a pre-trained CM-HPE network and a synchronized CM/RF dataset, to guide the training of its complex-valued RF-HPE network under LoS conditions. It further transfers knowledge learned from labeled LoS domain to unlabeled occluded domain via adversarial learning, enabling OCHID-Fi to generalize to unseen occluded scenarios. Experimental results demonstrate the superiority of OCHID-Fi: it achieves comparable accuracy to CM-HPE under normal conditions while maintaining such accuracy even in occluded scenarios, with empirical evidence for its generalizability to new domains.
