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Dec 17

OV-PARTS: Towards Open-Vocabulary Part Segmentation

Segmenting and recognizing diverse object parts is a crucial ability in applications spanning various computer vision and robotic tasks. While significant progress has been made in object-level Open-Vocabulary Semantic Segmentation (OVSS), i.e., segmenting objects with arbitrary text, the corresponding part-level research poses additional challenges. Firstly, part segmentation inherently involves intricate boundaries, while limited annotated data compounds the challenge. Secondly, part segmentation introduces an open granularity challenge due to the diverse and often ambiguous definitions of parts in the open world. Furthermore, the large-scale vision and language models, which play a key role in the open vocabulary setting, struggle to recognize parts as effectively as objects. To comprehensively investigate and tackle these challenges, we propose an Open-Vocabulary Part Segmentation (OV-PARTS) benchmark. OV-PARTS includes refined versions of two publicly available datasets: Pascal-Part-116 and ADE20K-Part-234. And it covers three specific tasks: Generalized Zero-Shot Part Segmentation, Cross-Dataset Part Segmentation, and Few-Shot Part Segmentation, providing insights into analogical reasoning, open granularity and few-shot adapting abilities of models. Moreover, we analyze and adapt two prevailing paradigms of existing object-level OVSS methods for OV-PARTS. Extensive experimental analysis is conducted to inspire future research in leveraging foundational models for OV-PARTS. The code and dataset are available at https://github.com/OpenRobotLab/OV_PARTS.

  • 6 authors
·
Oct 8, 2023

AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose

How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.

  • 5 authors
·
Sep 16, 2023

Robust 3D-Masked Part-level Editing in 3D Gaussian Splatting with Regularized Score Distillation Sampling

Recent advances in 3D neural representations and instance-level editing models have enabled the efficient creation of high-quality 3D content. However, achieving precise local 3D edits remains challenging, especially for Gaussian Splatting, due to inconsistent multi-view 2D part segmentations and inherently ambiguous nature of Score Distillation Sampling (SDS) loss. To address these limitations, we propose RoMaP, a novel local 3D Gaussian editing framework that enables precise and drastic part-level modifications. First, we introduce a robust 3D mask generation module with our 3D-Geometry Aware Label Prediction (3D-GALP), which uses spherical harmonics (SH) coefficients to model view-dependent label variations and soft-label property, yielding accurate and consistent part segmentations across viewpoints. Second, we propose a regularized SDS loss that combines the standard SDS loss with additional regularizers. In particular, an L1 anchor loss is introduced via our Scheduled Latent Mixing and Part (SLaMP) editing method, which generates high-quality part-edited 2D images and confines modifications only to the target region while preserving contextual coherence. Additional regularizers, such as Gaussian prior removal, further improve flexibility by allowing changes beyond the existing context, and robust 3D masking prevents unintended edits. Experimental results demonstrate that our RoMaP achieves state-of-the-art local 3D editing on both reconstructed and generated Gaussian scenes and objects qualitatively and quantitatively, making it possible for more robust and flexible part-level 3D Gaussian editing. Code is available at https://janeyeon.github.io/romap.

  • 3 authors
·
Jul 15 1

SplArt: Articulation Estimation and Part-Level Reconstruction with 3D Gaussian Splatting

Reconstructing articulated objects prevalent in daily environments is crucial for applications in augmented/virtual reality and robotics. However, existing methods face scalability limitations (requiring 3D supervision or costly annotations), robustness issues (being susceptible to local optima), and rendering shortcomings (lacking speed or photorealism). We introduce SplArt, a self-supervised, category-agnostic framework that leverages 3D Gaussian Splatting (3DGS) to reconstruct articulated objects and infer kinematics from two sets of posed RGB images captured at different articulation states, enabling real-time photorealistic rendering for novel viewpoints and articulations. SplArt augments 3DGS with a differentiable mobility parameter per Gaussian, achieving refined part segmentation. A multi-stage optimization strategy is employed to progressively handle reconstruction, part segmentation, and articulation estimation, significantly enhancing robustness and accuracy. SplArt exploits geometric self-supervision, effectively addressing challenging scenarios without requiring 3D annotations or category-specific priors. Evaluations on established and newly proposed benchmarks, along with applications to real-world scenarios using a handheld RGB camera, demonstrate SplArt's state-of-the-art performance and real-world practicality. Code is publicly available at https://github.com/ripl/splart.

  • 7 authors
·
Jun 4

PoP-Net: Pose over Parts Network for Multi-Person 3D Pose Estimation from a Depth Image

In this paper, a real-time method called PoP-Net is proposed to predict multi-person 3D poses from a depth image. PoP-Net learns to predict bottom-up part representations and top-down global poses in a single shot. Specifically, a new part-level representation, called Truncated Part Displacement Field (TPDF), is introduced which enables an explicit fusion process to unify the advantages of bottom-up part detection and global pose detection. Meanwhile, an effective mode selection scheme is introduced to automatically resolve the conflicting cases between global pose and part detections. Finally, due to the lack of high-quality depth datasets for developing multi-person 3D pose estimation, we introduce Multi-Person 3D Human Pose Dataset (MP-3DHP) as a new benchmark. MP-3DHP is designed to enable effective multi-person and background data augmentation in model training, and to evaluate 3D human pose estimators under uncontrolled multi-person scenarios. We show that PoP-Net achieves the state-of-the-art results both on MP-3DHP and on the widely used ITOP dataset, and has significant advantages in efficiency for multi-person processing. To demonstrate one of the applications of our algorithm pipeline, we also show results of virtual avatars driven by our calculated 3D joint positions. MP-3DHP Dataset and the evaluation code have been made available at: https://github.com/oppo-us-research/PoP-Net.

  • 6 authors
·
Dec 12, 2020

Effective Whole-body Pose Estimation with Two-stages Distillation

Whole-body pose estimation localizes the human body, hand, face, and foot keypoints in an image. This task is challenging due to multi-scale body parts, fine-grained localization for low-resolution regions, and data scarcity. Meanwhile, applying a highly efficient and accurate pose estimator to widely human-centric understanding and generation tasks is urgent. In this work, we present a two-stage pose Distillation for Whole-body Pose estimators, named DWPose, to improve their effectiveness and efficiency. The first-stage distillation designs a weight-decay strategy while utilizing a teacher's intermediate feature and final logits with both visible and invisible keypoints to supervise the student from scratch. The second stage distills the student model itself to further improve performance. Different from the previous self-knowledge distillation, this stage finetunes the student's head with only 20% training time as a plug-and-play training strategy. For data limitations, we explore the UBody dataset that contains diverse facial expressions and hand gestures for real-life applications. Comprehensive experiments show the superiority of our proposed simple yet effective methods. We achieve new state-of-the-art performance on COCO-WholeBody, significantly boosting the whole-body AP of RTMPose-l from 64.8% to 66.5%, even surpassing RTMPose-x teacher with 65.3% AP. We release a series of models with different sizes, from tiny to large, for satisfying various downstream tasks. Our codes and models are available at https://github.com/IDEA-Research/DWPose.

  • 4 authors
·
Jul 28, 2023

PartRM: Modeling Part-Level Dynamics with Large Cross-State Reconstruction Model

As interest grows in world models that predict future states from current observations and actions, accurately modeling part-level dynamics has become increasingly relevant for various applications. Existing approaches, such as Puppet-Master, rely on fine-tuning large-scale pre-trained video diffusion models, which are impractical for real-world use due to the limitations of 2D video representation and slow processing times. To overcome these challenges, we present PartRM, a novel 4D reconstruction framework that simultaneously models appearance, geometry, and part-level motion from multi-view images of a static object. PartRM builds upon large 3D Gaussian reconstruction models, leveraging their extensive knowledge of appearance and geometry in static objects. To address data scarcity in 4D, we introduce the PartDrag-4D dataset, providing multi-view observations of part-level dynamics across over 20,000 states. We enhance the model's understanding of interaction conditions with a multi-scale drag embedding module that captures dynamics at varying granularities. To prevent catastrophic forgetting during fine-tuning, we implement a two-stage training process that focuses sequentially on motion and appearance learning. Experimental results show that PartRM establishes a new state-of-the-art in part-level motion learning and can be applied in manipulation tasks in robotics. Our code, data, and models are publicly available to facilitate future research.

  • 9 authors
·
Mar 25

PartSAM: A Scalable Promptable Part Segmentation Model Trained on Native 3D Data

Segmenting 3D objects into parts is a long-standing challenge in computer vision. To overcome taxonomy constraints and generalize to unseen 3D objects, recent works turn to open-world part segmentation. These approaches typically transfer supervision from 2D foundation models, such as SAM, by lifting multi-view masks into 3D. However, this indirect paradigm fails to capture intrinsic geometry, leading to surface-only understanding, uncontrolled decomposition, and limited generalization. We present PartSAM, the first promptable part segmentation model trained natively on large-scale 3D data. Following the design philosophy of SAM, PartSAM employs an encoder-decoder architecture in which a triplane-based dual-branch encoder produces spatially structured tokens for scalable part-aware representation learning. To enable large-scale supervision, we further introduce a model-in-the-loop annotation pipeline that curates over five million 3D shape-part pairs from online assets, providing diverse and fine-grained labels. This combination of scalable architecture and diverse 3D data yields emergent open-world capabilities: with a single prompt, PartSAM achieves highly accurate part identification, and in a Segment-Every-Part mode, it automatically decomposes shapes into both surface and internal structures. Extensive experiments show that PartSAM outperforms state-of-the-art methods by large margins across multiple benchmarks, marking a decisive step toward foundation models for 3D part understanding.

  • 9 authors
·
Sep 26

PartSLIP++: Enhancing Low-Shot 3D Part Segmentation via Multi-View Instance Segmentation and Maximum Likelihood Estimation

Open-world 3D part segmentation is pivotal in diverse applications such as robotics and AR/VR. Traditional supervised methods often grapple with limited 3D data availability and struggle to generalize to unseen object categories. PartSLIP, a recent advancement, has made significant strides in zero- and few-shot 3D part segmentation. This is achieved by harnessing the capabilities of the 2D open-vocabulary detection module, GLIP, and introducing a heuristic method for converting and lifting multi-view 2D bounding box predictions into 3D segmentation masks. In this paper, we introduce PartSLIP++, an enhanced version designed to overcome the limitations of its predecessor. Our approach incorporates two major improvements. First, we utilize a pre-trained 2D segmentation model, SAM, to produce pixel-wise 2D segmentations, yielding more precise and accurate annotations than the 2D bounding boxes used in PartSLIP. Second, PartSLIP++ replaces the heuristic 3D conversion process with an innovative modified Expectation-Maximization algorithm. This algorithm conceptualizes 3D instance segmentation as unobserved latent variables, and then iteratively refines them through an alternating process of 2D-3D matching and optimization with gradient descent. Through extensive evaluations, we show that PartSLIP++ demonstrates better performance over PartSLIP in both low-shot 3D semantic and instance-based object part segmentation tasks. Code released at https://github.com/zyc00/PartSLIP2.

  • 6 authors
·
Dec 4, 2023

Learning 3D Human Shape and Pose from Dense Body Parts

Reconstructing 3D human shape and pose from monocular images is challenging despite the promising results achieved by the most recent learning-based methods. The commonly occurred misalignment comes from the facts that the mapping from images to the model space is highly non-linear and the rotation-based pose representation of body models is prone to result in the drift of joint positions. In this work, we investigate learning 3D human shape and pose from dense correspondences of body parts and propose a Decompose-and-aggregate Network (DaNet) to address these issues. DaNet adopts the dense correspondence maps, which densely build a bridge between 2D pixels and 3D vertices, as intermediate representations to facilitate the learning of 2D-to-3D mapping. The prediction modules of DaNet are decomposed into one global stream and multiple local streams to enable global and fine-grained perceptions for the shape and pose predictions, respectively. Messages from local streams are further aggregated to enhance the robust prediction of the rotation-based poses, where a position-aided rotation feature refinement strategy is proposed to exploit spatial relationships between body joints. Moreover, a Part-based Dropout (PartDrop) strategy is introduced to drop out dense information from intermediate representations during training, encouraging the network to focus on more complementary body parts as well as neighboring position features. The efficacy of the proposed method is validated on both indoor and real-world datasets including Human3.6M, UP3D, COCO, and 3DPW, showing that our method could significantly improve the reconstruction performance in comparison with previous state-of-the-art methods. Our code is publicly available at https://hongwenzhang.github.io/dense2mesh .

  • 5 authors
·
Dec 31, 2019

From One to More: Contextual Part Latents for 3D Generation

Recent advances in 3D generation have transitioned from multi-view 2D rendering approaches to 3D-native latent diffusion frameworks that exploit geometric priors in ground truth data. Despite progress, three key limitations persist: (1) Single-latent representations fail to capture complex multi-part geometries, causing detail degradation; (2) Holistic latent coding neglects part independence and interrelationships critical for compositional design; (3) Global conditioning mechanisms lack fine-grained controllability. Inspired by human 3D design workflows, we propose CoPart - a part-aware diffusion framework that decomposes 3D objects into contextual part latents for coherent multi-part generation. This paradigm offers three advantages: i) Reduces encoding complexity through part decomposition; ii) Enables explicit part relationship modeling; iii) Supports part-level conditioning. We further develop a mutual guidance strategy to fine-tune pre-trained diffusion models for joint part latent denoising, ensuring both geometric coherence and foundation model priors. To enable large-scale training, we construct Partverse - a novel 3D part dataset derived from Objaverse through automated mesh segmentation and human-verified annotations. Extensive experiments demonstrate CoPart's superior capabilities in part-level editing, articulated object generation, and scene composition with unprecedented controllability.

  • 13 authors
·
Jul 11 3

Crafting Parts for Expressive Object Composition

Text-to-image generation from large generative models like Stable Diffusion, DALLE-2, etc., have become a common base for various tasks due to their superior quality and extensive knowledge bases. As image composition and generation are creative processes the artists need control over various parts of the images being generated. We find that just adding details about parts in the base text prompt either leads to an entirely different image (e.g., missing/incorrect identity) or the extra part details simply being ignored. To mitigate these issues, we introduce PartCraft, which enables image generation based on fine-grained part-level details specified for objects in the base text prompt. This allows more control for artists and enables novel object compositions by combining distinctive object parts. PartCraft first localizes object parts by denoising the object region from a specific diffusion process. This enables each part token to be localized to the right object region. After obtaining part masks, we run a localized diffusion process in each of the part regions based on fine-grained part descriptions and combine them to produce the final image. All the stages of PartCraft are based on repurposing a pre-trained diffusion model, which enables it to generalize across various domains without training. We demonstrate the effectiveness of part-level control provided by PartCraft qualitatively through visual examples and quantitatively in comparison to the contemporary baselines.

  • 5 authors
·
Jun 14, 2024

DOPE: Distillation Of Part Experts for whole-body 3D pose estimation in the wild

We introduce DOPE, the first method to detect and estimate whole-body 3D human poses, including bodies, hands and faces, in the wild. Achieving this level of details is key for a number of applications that require understanding the interactions of the people with each other or with the environment. The main challenge is the lack of in-the-wild data with labeled whole-body 3D poses. In previous work, training data has been annotated or generated for simpler tasks focusing on bodies, hands or faces separately. In this work, we propose to take advantage of these datasets to train independent experts for each part, namely a body, a hand and a face expert, and distill their knowledge into a single deep network designed for whole-body 2D-3D pose detection. In practice, given a training image with partial or no annotation, each part expert detects its subset of keypoints in 2D and 3D and the resulting estimations are combined to obtain whole-body pseudo ground-truth poses. A distillation loss encourages the whole-body predictions to mimic the experts' outputs. Our results show that this approach significantly outperforms the same whole-body model trained without distillation while staying close to the performance of the experts. Importantly, DOPE is computationally less demanding than the ensemble of experts and can achieve real-time performance. Test code and models are available at https://europe.naverlabs.com/research/computer-vision/dope.

  • 5 authors
·
Aug 21, 2020

Stable Part Diffusion 4D: Multi-View RGB and Kinematic Parts Video Generation

We present Stable Part Diffusion 4D (SP4D), a framework for generating paired RGB and kinematic part videos from monocular inputs. Unlike conventional part segmentation methods that rely on appearance-based semantic cues, SP4D learns to produce kinematic parts - structural components aligned with object articulation and consistent across views and time. SP4D adopts a dual-branch diffusion model that jointly synthesizes RGB frames and corresponding part segmentation maps. To simplify the architecture and flexibly enable different part counts, we introduce a spatial color encoding scheme that maps part masks to continuous RGB-like images. This encoding allows the segmentation branch to share the latent VAE from the RGB branch, while enabling part segmentation to be recovered via straightforward post-processing. A Bidirectional Diffusion Fusion (BiDiFuse) module enhances cross-branch consistency, supported by a contrastive part consistency loss to promote spatial and temporal alignment of part predictions. We demonstrate that the generated 2D part maps can be lifted to 3D to derive skeletal structures and harmonic skinning weights with few manual adjustments. To train and evaluate SP4D, we construct KinematicParts20K, a curated dataset of over 20K rigged objects selected and processed from Objaverse XL (Deitke et al., 2023), each paired with multi-view RGB and part video sequences. Experiments show that SP4D generalizes strongly to diverse scenarios, including real-world videos, novel generated objects, and rare articulated poses, producing kinematic-aware outputs suitable for downstream animation and motion-related tasks.

  • 5 authors
·
Sep 12 2

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.

  • 10 authors
·
Jul 1, 2019

SAMPart3D: Segment Any Part in 3D Objects

3D part segmentation is a crucial and challenging task in 3D perception, playing a vital role in applications such as robotics, 3D generation, and 3D editing. Recent methods harness the powerful Vision Language Models (VLMs) for 2D-to-3D knowledge distillation, achieving zero-shot 3D part segmentation. However, these methods are limited by their reliance on text prompts, which restricts the scalability to large-scale unlabeled datasets and the flexibility in handling part ambiguities. In this work, we introduce SAMPart3D, a scalable zero-shot 3D part segmentation framework that segments any 3D object into semantic parts at multiple granularities, without requiring predefined part label sets as text prompts. For scalability, we use text-agnostic vision foundation models to distill a 3D feature extraction backbone, allowing scaling to large unlabeled 3D datasets to learn rich 3D priors. For flexibility, we distill scale-conditioned part-aware 3D features for 3D part segmentation at multiple granularities. Once the segmented parts are obtained from the scale-conditioned part-aware 3D features, we use VLMs to assign semantic labels to each part based on the multi-view renderings. Compared to previous methods, our SAMPart3D can scale to the recent large-scale 3D object dataset Objaverse and handle complex, non-ordinary objects. Additionally, we contribute a new 3D part segmentation benchmark to address the lack of diversity and complexity of objects and parts in existing benchmarks. Experiments show that our SAMPart3D significantly outperforms existing zero-shot 3D part segmentation methods, and can facilitate various applications such as part-level editing and interactive segmentation.

  • 8 authors
·
Nov 11, 2024 2

PSUMNet: Unified Modality Part Streams are All You Need for Efficient Pose-based Action Recognition

Pose-based action recognition is predominantly tackled by approaches which treat the input skeleton in a monolithic fashion, i.e. joints in the pose tree are processed as a whole. However, such approaches ignore the fact that action categories are often characterized by localized action dynamics involving only small subsets of part joint groups involving hands (e.g. `Thumbs up') or legs (e.g. `Kicking'). Although part-grouping based approaches exist, each part group is not considered within the global pose frame, causing such methods to fall short. Further, conventional approaches employ independent modality streams (e.g. joint, bone, joint velocity, bone velocity) and train their network multiple times on these streams, which massively increases the number of training parameters. To address these issues, we introduce PSUMNet, a novel approach for scalable and efficient pose-based action recognition. At the representation level, we propose a global frame based part stream approach as opposed to conventional modality based streams. Within each part stream, the associated data from multiple modalities is unified and consumed by the processing pipeline. Experimentally, PSUMNet achieves state of the art performance on the widely used NTURGB+D 60/120 dataset and dense joint skeleton dataset NTU 60-X/120-X. PSUMNet is highly efficient and outperforms competing methods which use 100%-400% more parameters. PSUMNet also generalizes to the SHREC hand gesture dataset with competitive performance. Overall, PSUMNet's scalability, performance and efficiency makes it an attractive choice for action recognition and for deployment on compute-restricted embedded and edge devices. Code and pretrained models can be accessed at https://github.com/skelemoa/psumnet

  • 2 authors
·
Aug 11, 2022

RTMW: Real-Time Multi-Person 2D and 3D Whole-body Pose Estimation

Whole-body pose estimation is a challenging task that requires simultaneous prediction of keypoints for the body, hands, face, and feet. Whole-body pose estimation aims to predict fine-grained pose information for the human body, including the face, torso, hands, and feet, which plays an important role in the study of human-centric perception and generation and in various applications. In this work, we present RTMW (Real-Time Multi-person Whole-body pose estimation models), a series of high-performance models for 2D/3D whole-body pose estimation. We incorporate RTMPose model architecture with FPN and HEM (Hierarchical Encoding Module) to better capture pose information from different body parts with various scales. The model is trained with a rich collection of open-source human keypoint datasets with manually aligned annotations and further enhanced via a two-stage distillation strategy. RTMW demonstrates strong performance on multiple whole-body pose estimation benchmarks while maintaining high inference efficiency and deployment friendliness. We release three sizes: m/l/x, with RTMW-l achieving a 70.2 mAP on the COCO-Wholebody benchmark, making it the first open-source model to exceed 70 mAP on this benchmark. Meanwhile, we explored the performance of RTMW in the task of 3D whole-body pose estimation, conducting image-based monocular 3D whole-body pose estimation in a coordinate classification manner. We hope this work can benefit both academic research and industrial applications. The code and models have been made publicly available at: https://github.com/open-mmlab/mmpose/tree/main/projects/rtmpose

  • 3 authors
·
Jul 11, 2024 1

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.

  • 2 authors
·
Aug 24

One-Stage 3D Whole-Body Mesh Recovery with Component Aware Transformer

Whole-body mesh recovery aims to estimate the 3D human body, face, and hands parameters from a single image. It is challenging to perform this task with a single network due to resolution issues, i.e., the face and hands are usually located in extremely small regions. Existing works usually detect hands and faces, enlarge their resolution to feed in a specific network to predict the parameter, and finally fuse the results. While this copy-paste pipeline can capture the fine-grained details of the face and hands, the connections between different parts cannot be easily recovered in late fusion, leading to implausible 3D rotation and unnatural pose. In this work, we propose a one-stage pipeline for expressive whole-body mesh recovery, named OSX, without separate networks for each part. Specifically, we design a Component Aware Transformer (CAT) composed of a global body encoder and a local face/hand decoder. The encoder predicts the body parameters and provides a high-quality feature map for the decoder, which performs a feature-level upsample-crop scheme to extract high-resolution part-specific features and adopt keypoint-guided deformable attention to estimate hand and face precisely. The whole pipeline is simple yet effective without any manual post-processing and naturally avoids implausible prediction. Comprehensive experiments demonstrate the effectiveness of OSX. Lastly, we build a large-scale Upper-Body dataset (UBody) with high-quality 2D and 3D whole-body annotations. It contains persons with partially visible bodies in diverse real-life scenarios to bridge the gap between the basic task and downstream applications.

  • 5 authors
·
Mar 28, 2023

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.

  • 11 authors
·
Mar 26, 2024 1

ATLAS: Decoupling Skeletal and Shape Parameters for Expressive Parametric Human Modeling

Parametric body models offer expressive 3D representation of humans across a wide range of poses, shapes, and facial expressions, typically derived by learning a basis over registered 3D meshes. However, existing human mesh modeling approaches struggle to capture detailed variations across diverse body poses and shapes, largely due to limited training data diversity and restrictive modeling assumptions. Moreover, the common paradigm first optimizes the external body surface using a linear basis, then regresses internal skeletal joints from surface vertices. This approach introduces problematic dependencies between internal skeleton and outer soft tissue, limiting direct control over body height and bone lengths. To address these issues, we present ATLAS, a high-fidelity body model learned from 600k high-resolution scans captured using 240 synchronized cameras. Unlike previous methods, we explicitly decouple the shape and skeleton bases by grounding our mesh representation in the human skeleton. This decoupling enables enhanced shape expressivity, fine-grained customization of body attributes, and keypoint fitting independent of external soft-tissue characteristics. ATLAS outperforms existing methods by fitting unseen subjects in diverse poses more accurately, and quantitative evaluations show that our non-linear pose correctives more effectively capture complex poses compared to linear models.

PostoMETRO: Pose Token Enhanced Mesh Transformer for Robust 3D Human Mesh Recovery

With the recent advancements in single-image-based human mesh recovery, there is a growing interest in enhancing its performance in certain extreme scenarios, such as occlusion, while maintaining overall model accuracy. Although obtaining accurately annotated 3D human poses under occlusion is challenging, there is still a wealth of rich and precise 2D pose annotations that can be leveraged. However, existing works mostly focus on directly leveraging 2D pose coordinates to estimate 3D pose and mesh. In this paper, we present PostoMETRO(Pose token enhanced MEsh TRansfOrmer), which integrates occlusion-resilient 2D pose representation into transformers in a token-wise manner. Utilizing a specialized pose tokenizer, we efficiently condense 2D pose data to a compact sequence of pose tokens and feed them to the transformer together with the image tokens. This process not only ensures a rich depiction of texture from the image but also fosters a robust integration of pose and image information. Subsequently, these combined tokens are queried by vertex and joint tokens to decode 3D coordinates of mesh vertices and human joints. Facilitated by the robust pose token representation and the effective combination, we are able to produce more precise 3D coordinates, even under extreme scenarios like occlusion. Experiments on both standard and occlusion-specific benchmarks demonstrate the effectiveness of PostoMETRO. Qualitative results further illustrate the clarity of how 2D pose can help 3D reconstruction. Code will be made available.

  • 4 authors
·
Mar 19, 2024

Free-form Generation Enhances Challenging Clothed Human Modeling

Achieving realistic animated human avatars requires accurate modeling of pose-dependent clothing deformations. Existing learning-based methods heavily rely on the Linear Blend Skinning (LBS) of minimally-clothed human models like SMPL to model deformation. However, these methods struggle to handle loose clothing, such as long dresses, where the canonicalization process becomes ill-defined when the clothing is far from the body, leading to disjointed and fragmented results. To overcome this limitation, we propose a novel hybrid framework to model challenging clothed humans. Our core idea is to use dedicated strategies to model different regions, depending on whether they are close to or distant from the body. Specifically, we segment the human body into three categories: unclothed, deformed, and generated. We simply replicate unclothed regions that require no deformation. For deformed regions close to the body, we leverage LBS to handle the deformation. As for the generated regions, which correspond to loose clothing areas, we introduce a novel free-form, part-aware generator to model them, as they are less affected by movements. This free-form generation paradigm brings enhanced flexibility and expressiveness to our hybrid framework, enabling it to capture the intricate geometric details of challenging loose clothing, such as skirts and dresses. Experimental results on the benchmark dataset featuring loose clothing demonstrate that our method achieves state-of-the-art performance with superior visual fidelity and realism, particularly in the most challenging cases.

  • 5 authors
·
Nov 29, 2024

Cross-Domain Complementary Learning Using Pose for Multi-Person Part Segmentation

Supervised deep learning with pixel-wise training labels has great successes on multi-person part segmentation. However, data labeling at pixel-level is very expensive. To solve the problem, people have been exploring to use synthetic data to avoid the data labeling. Although it is easy to generate labels for synthetic data, the results are much worse compared to those using real data and manual labeling. The degradation of the performance is mainly due to the domain gap, i.e., the discrepancy of the pixel value statistics between real and synthetic data. In this paper, we observe that real and synthetic humans both have a skeleton (pose) representation. We found that the skeletons can effectively bridge the synthetic and real domains during the training. Our proposed approach takes advantage of the rich and realistic variations of the real data and the easily obtainable labels of the synthetic data to learn multi-person part segmentation on real images without any human-annotated labels. Through experiments, we show that without any human labeling, our method performs comparably to several state-of-the-art approaches which require human labeling on Pascal-Person-Parts and COCO-DensePose datasets. On the other hand, if part labels are also available in the real-images during training, our method outperforms the supervised state-of-the-art methods by a large margin. We further demonstrate the generalizability of our method on predicting novel keypoints in real images where no real data labels are available for the novel keypoints detection. Code and pre-trained models are available at https://github.com/kevinlin311tw/CDCL-human-part-segmentation

  • 6 authors
·
Jul 11, 2019

GIVEPose: Gradual Intra-class Variation Elimination for RGB-based Category-Level Object Pose Estimation

Recent advances in RGBD-based category-level object pose estimation have been limited by their reliance on precise depth information, restricting their broader applicability. In response, RGB-based methods have been developed. Among these methods, geometry-guided pose regression that originated from instance-level tasks has demonstrated strong performance. However, we argue that the NOCS map is an inadequate intermediate representation for geometry-guided pose regression method, as its many-to-one correspondence with category-level pose introduces redundant instance-specific information, resulting in suboptimal results. This paper identifies the intra-class variation problem inherent in pose regression based solely on the NOCS map and proposes the Intra-class Variation-Free Consensus (IVFC) map, a novel coordinate representation generated from the category-level consensus model. By leveraging the complementary strengths of the NOCS map and the IVFC map, we introduce GIVEPose, a framework that implements Gradual Intra-class Variation Elimination for category-level object pose estimation. Extensive evaluations on both synthetic and real-world datasets demonstrate that GIVEPose significantly outperforms existing state-of-the-art RGB-based approaches, achieving substantial improvements in category-level object pose estimation. Our code is available at https://github.com/ziqin-h/GIVEPose.

  • 6 authors
·
Mar 19

PoseExaminer: Automated Testing of Out-of-Distribution Robustness in Human Pose and Shape Estimation

Human pose and shape (HPS) estimation methods achieve remarkable results. However, current HPS benchmarks are mostly designed to test models in scenarios that are similar to the training data. This can lead to critical situations in real-world applications when the observed data differs significantly from the training data and hence is out-of-distribution (OOD). It is therefore important to test and improve the OOD robustness of HPS methods. To address this fundamental problem, we develop a simulator that can be controlled in a fine-grained manner using interpretable parameters to explore the manifold of images of human pose, e.g. by varying poses, shapes, and clothes. We introduce a learning-based testing method, termed PoseExaminer, that automatically diagnoses HPS algorithms by searching over the parameter space of human pose images to find the failure modes. Our strategy for exploring this high-dimensional parameter space is a multi-agent reinforcement learning system, in which the agents collaborate to explore different parts of the parameter space. We show that our PoseExaminer discovers a variety of limitations in current state-of-the-art models that are relevant in real-world scenarios but are missed by current benchmarks. For example, it finds large regions of realistic human poses that are not predicted correctly, as well as reduced performance for humans with skinny and corpulent body shapes. In addition, we show that fine-tuning HPS methods by exploiting the failure modes found by PoseExaminer improve their robustness and even their performance on standard benchmarks by a significant margin. The code are available for research purposes.

  • 3 authors
·
Mar 13, 2023

SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained Geometry

3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.

  • 6 authors
·
Feb 16, 2023

Refinement Module based on Parse Graph of Feature Map for Human Pose Estimation

Parse graphs of the human body can be obtained in the human brain to help humans complete the human pose estimation (HPE). It contains a hierarchical structure, like a tree structure, and context relations among nodes. Many researchers pre-design the parse graph of body structure, and then design framework for HPE. However, these frameworks are difficulty adapting when encountering situations that differ from the preset human structure. Different from them, we regard the feature map as a whole, similarly to human body, so the feature map can be optimized based on parse graphs and each node feature is learned implicitly instead of explicitly, which means it can flexibly respond to different human body structure. In this paper, we design the Refinement Module based on the Parse Graph of feature map (RMPG), which includes two stages: top-down decomposition and bottom-up combination. In the top-down decomposition stage, the feature map is decomposed into multiple sub-feature maps along the channel and their context relations are calculated to obtain their respective context information. In the bottom-up combination stage, the sub-feature maps and their context information are combined to obtain refined sub-feature maps, and then these refined sub-feature maps are concatenated to obtain the refined feature map. Additionally ,we design a top-down framework by using multiple RMPG modules for HPE, some of which are supervised to obtain context relations among body parts. Our framework achieves excellent results on the COCO keypoint detection, CrowdPose and MPII human pose datasets. More importantly, our experiments also demonstrate the effectiveness of RMPG on different methods, including SimpleBaselines, Hourglass, and ViTPose.

  • 3 authors
·
Jan 19

FullPart: Generating each 3D Part at Full Resolution

Part-based 3D generation holds great potential for various applications. Previous part generators that represent parts using implicit vector-set tokens often suffer from insufficient geometric details. Another line of work adopts an explicit voxel representation but shares a global voxel grid among all parts; this often causes small parts to occupy too few voxels, leading to degraded quality. In this paper, we propose FullPart, a novel framework that combines both implicit and explicit paradigms. It first derives the bounding box layout through an implicit box vector-set diffusion process, a task that implicit diffusion handles effectively since box tokens contain little geometric detail. Then, it generates detailed parts, each within its own fixed full-resolution voxel grid. Instead of sharing a global low-resolution space, each part in our method - even small ones - is generated at full resolution, enabling the synthesis of intricate details. We further introduce a center-point encoding strategy to address the misalignment issue when exchanging information between parts of different actual sizes, thereby maintaining global coherence. Moreover, to tackle the scarcity of reliable part data, we present PartVerse-XL, the largest human-annotated 3D part dataset to date with 40K objects and 320K parts. Extensive experiments demonstrate that FullPart achieves state-of-the-art results in 3D part generation. We will release all code, data, and model to benefit future research in 3D part generation.

PartCrafter: Structured 3D Mesh Generation via Compositional Latent Diffusion Transformers

We introduce PartCrafter, the first structured 3D generative model that jointly synthesizes multiple semantically meaningful and geometrically distinct 3D meshes from a single RGB image. Unlike existing methods that either produce monolithic 3D shapes or follow two-stage pipelines, i.e., first segmenting an image and then reconstructing each segment, PartCrafter adopts a unified, compositional generation architecture that does not rely on pre-segmented inputs. Conditioned on a single image, it simultaneously denoises multiple 3D parts, enabling end-to-end part-aware generation of both individual objects and complex multi-object scenes. PartCrafter builds upon a pretrained 3D mesh diffusion transformer (DiT) trained on whole objects, inheriting the pretrained weights, encoder, and decoder, and introduces two key innovations: (1) A compositional latent space, where each 3D part is represented by a set of disentangled latent tokens; (2) A hierarchical attention mechanism that enables structured information flow both within individual parts and across all parts, ensuring global coherence while preserving part-level detail during generation. To support part-level supervision, we curate a new dataset by mining part-level annotations from large-scale 3D object datasets. Experiments show that PartCrafter outperforms existing approaches in generating decomposable 3D meshes, including parts that are not directly visible in input images, demonstrating the strength of part-aware generative priors for 3D understanding and synthesis. Code and training data will be released.

  • 7 authors
·
Jun 5 8

Recovering 3D Human Mesh from Monocular Images: A Survey

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

  • 4 authors
·
Mar 3, 2022

3DPortraitGAN: Learning One-Quarter Headshot 3D GANs from a Single-View Portrait Dataset with Diverse Body Poses

3D-aware face generators are typically trained on 2D real-life face image datasets that primarily consist of near-frontal face data, and as such, they are unable to construct one-quarter headshot 3D portraits with complete head, neck, and shoulder geometry. Two reasons account for this issue: First, existing facial recognition methods struggle with extracting facial data captured from large camera angles or back views. Second, it is challenging to learn a distribution of 3D portraits covering the one-quarter headshot region from single-view data due to significant geometric deformation caused by diverse body poses. To this end, we first create the dataset 360{\deg}-Portrait-HQ (360{\deg}PHQ for short) which consists of high-quality single-view real portraits annotated with a variety of camera parameters (the yaw angles span the entire 360{\deg} range) and body poses. We then propose 3DPortraitGAN, the first 3D-aware one-quarter headshot portrait generator that learns a canonical 3D avatar distribution from the 360{\deg}PHQ dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles with a canonical one-quarter headshot 3D representation. Our experiments show that the proposed framework can accurately predict portrait body poses and generate view-consistent, realistic portrait images with complete geometry from all camera angles.

  • 5 authors
·
Jul 27, 2023

Category-Agnostic 6D Pose Estimation with Conditional Neural Processes

We present a novel meta-learning approach for 6D pose estimation on unknown objects. In contrast to ``instance-level" and ``category-level" pose estimation methods, our algorithm learns object representation in a category-agnostic way, which endows it with strong generalization capabilities across object categories. Specifically, we employ a neural process-based meta-learning approach to train an encoder to capture texture and geometry of an object in a latent representation, based on very few RGB-D images and ground-truth keypoints. The latent representation is then used by a simultaneously meta-trained decoder to predict the 6D pose of the object in new images. Furthermore, we propose a novel geometry-aware decoder for the keypoint prediction using a Graph Neural Network (GNN), which explicitly takes geometric constraints specific to each object into consideration. To evaluate our algorithm, extensive experiments are conducted on the \linemod dataset, and on our new fully-annotated synthetic datasets generated from Multiple Categories in Multiple Scenes (MCMS). Experimental results demonstrate that our model performs well on unseen objects with very different shapes and appearances. Remarkably, our model also shows robust performance on occluded scenes although trained fully on data without occlusion. To our knowledge, this is the first work exploring cross-category level 6D pose estimation.

  • 4 authors
·
Jun 14, 2022

Assembler: Scalable 3D Part Assembly via Anchor Point Diffusion

We present Assembler, a scalable and generalizable framework for 3D part assembly that reconstructs complete objects from input part meshes and a reference image. Unlike prior approaches that mostly rely on deterministic part pose prediction and category-specific training, Assembler is designed to handle diverse, in-the-wild objects with varying part counts, geometries, and structures. It addresses the core challenges of scaling to general 3D part assembly through innovations in task formulation, representation, and data. First, Assembler casts part assembly as a generative problem and employs diffusion models to sample plausible configurations, effectively capturing ambiguities arising from symmetry, repeated parts, and multiple valid assemblies. Second, we introduce a novel shape-centric representation based on sparse anchor point clouds, enabling scalable generation in Euclidean space rather than SE(3) pose prediction. Third, we construct a large-scale dataset of over 320K diverse part-object assemblies using a synthesis and filtering pipeline built on existing 3D shape repositories. Assembler achieves state-of-the-art performance on PartNet and is the first to demonstrate high-quality assembly for complex, real-world objects. Based on Assembler, we further introduce an interesting part-aware 3D modeling system that generates high-resolution, editable objects from images, demonstrating potential for interactive and compositional design. Project page: https://assembler3d.github.io

  • 5 authors
·
Jun 20

Generalizing Neural Human Fitting to Unseen Poses With Articulated SE(3) Equivariance

We address the problem of fitting a parametric human body model (SMPL) to point cloud data. Optimization-based methods require careful initialization and are prone to becoming trapped in local optima. Learning-based methods address this but do not generalize well when the input pose is far from those seen during training. For rigid point clouds, remarkable generalization has been achieved by leveraging SE(3)-equivariant networks, but these methods do not work on articulated objects. In this work we extend this idea to human bodies and propose ArtEq, a novel part-based SE(3)-equivariant neural architecture for SMPL model estimation from point clouds. Specifically, we learn a part detection network by leveraging local SO(3) invariance, and regress shape and pose using articulated SE(3) shape-invariant and pose-equivariant networks, all trained end-to-end. Our novel pose regression module leverages the permutation-equivariant property of self-attention layers to preserve rotational equivariance. Experimental results show that ArtEq generalizes to poses not seen during training, outperforming state-of-the-art methods by ~44% in terms of body reconstruction accuracy, without requiring an optimization refinement step. Furthermore, ArtEq is three orders of magnitude faster during inference than prior work and has 97.3% fewer parameters. The code and model are available for research purposes at https://arteq.is.tue.mpg.de.

  • 5 authors
·
Apr 20, 2023

PartGen: Part-level 3D Generation and Reconstruction with Multi-View Diffusion Models

Text- or image-to-3D generators and 3D scanners can now produce 3D assets with high-quality shapes and textures. These assets typically consist of a single, fused representation, like an implicit neural field, a Gaussian mixture, or a mesh, without any useful structure. However, most applications and creative workflows require assets to be made of several meaningful parts that can be manipulated independently. To address this gap, we introduce PartGen, a novel approach that generates 3D objects composed of meaningful parts starting from text, an image, or an unstructured 3D object. First, given multiple views of a 3D object, generated or rendered, a multi-view diffusion model extracts a set of plausible and view-consistent part segmentations, dividing the object into parts. Then, a second multi-view diffusion model takes each part separately, fills in the occlusions, and uses those completed views for 3D reconstruction by feeding them to a 3D reconstruction network. This completion process considers the context of the entire object to ensure that the parts integrate cohesively. The generative completion model can make up for the information missing due to occlusions; in extreme cases, it can hallucinate entirely invisible parts based on the input 3D asset. We evaluate our method on generated and real 3D assets and show that it outperforms segmentation and part-extraction baselines by a large margin. We also showcase downstream applications such as 3D part editing.

  • 7 authors
·
Dec 24, 2024 2

Embodied Hands: Modeling and Capturing Hands and Bodies Together

Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).

  • 3 authors
·
Jan 7, 2022

Part123: Part-aware 3D Reconstruction from a Single-view Image

Recently, the emergence of diffusion models has opened up new opportunities for single-view reconstruction. However, all the existing methods represent the target object as a closed mesh devoid of any structural information, thus neglecting the part-based structure, which is crucial for many downstream applications, of the reconstructed shape. Moreover, the generated meshes usually suffer from large noises, unsmooth surfaces, and blurry textures, making it challenging to obtain satisfactory part segments using 3D segmentation techniques. In this paper, we present Part123, a novel framework for part-aware 3D reconstruction from a single-view image. We first use diffusion models to generate multiview-consistent images from a given image, and then leverage Segment Anything Model (SAM), which demonstrates powerful generalization ability on arbitrary objects, to generate multiview segmentation masks. To effectively incorporate 2D part-based information into 3D reconstruction and handle inconsistency, we introduce contrastive learning into a neural rendering framework to learn a part-aware feature space based on the multiview segmentation masks. A clustering-based algorithm is also developed to automatically derive 3D part segmentation results from the reconstructed models. Experiments show that our method can generate 3D models with high-quality segmented parts on various objects. Compared to existing unstructured reconstruction methods, the part-aware 3D models from our method benefit some important applications, including feature-preserving reconstruction, primitive fitting, and 3D shape editing.

  • 8 authors
·
May 27, 2024 1

PARTONOMY: Large Multimodal Models with Part-Level Visual Understanding

Real-world objects are composed of distinctive, object-specific parts. Identifying these parts is key to performing fine-grained, compositional reasoning-yet, large multimodal models (LMMs) struggle to perform this seemingly straightforward task. In this work, we introduce PARTONOMY, an LMM benchmark designed for pixel-level part grounding. We construct PARTONOMY from existing part datasets and our own rigorously annotated set of images, encompassing 862 part labels and 534 object labels for evaluation. Unlike existing datasets that simply ask models to identify generic parts, PARTONOMY uses specialized concepts (e.g., agricultural airplane), and challenges models to compare objects' parts, consider part-whole relationships, and justify textual predictions with visual segmentations. Our experiments demonstrate significant limitations in state-of-the-art LMMs (e.g., LISA-13B achieves only 5.9% gIoU), highlighting a critical gap in their part grounding abilities. We note that existing segmentation-enabled LMMs (segmenting LMMs) have two key architectural shortcomings: they use special [SEG] tokens not seen during pretraining which induce distribution shift, and they discard predicted segmentations instead of using past predictions to guide future ones. To address these deficiencies, we train several part-centric LMMs and propose PLUM, a novel segmenting LMM that uses span tagging instead of segmentation tokens and that conditions on prior predictions in a feedback loop. We find that pretrained PLUM outperforms existing segmenting LMMs on reasoning segmentation, VQA, and visual hallucination benchmarks. In addition, PLUM finetuned on our proposed Explanatory Part Segmentation task is competitive with segmenting LMMs trained on significantly more segmentation data. Our work opens up new avenues towards enabling fine-grained, grounded visual understanding in LMMs.

  • 10 authors
·
May 27

DIPO: Dual-State Images Controlled Articulated Object Generation Powered by Diverse Data

We present DIPO, a novel framework for the controllable generation of articulated 3D objects from a pair of images: one depicting the object in a resting state and the other in an articulated state. Compared to the single-image approach, our dual-image input imposes only a modest overhead for data collection, but at the same time provides important motion information, which is a reliable guide for predicting kinematic relationships between parts. Specifically, we propose a dual-image diffusion model that captures relationships between the image pair to generate part layouts and joint parameters. In addition, we introduce a Chain-of-Thought (CoT) based graph reasoner that explicitly infers part connectivity relationships. To further improve robustness and generalization on complex articulated objects, we develop a fully automated dataset expansion pipeline, name LEGO-Art, that enriches the diversity and complexity of PartNet-Mobility dataset. We propose PM-X, a large-scale dataset of complex articulated 3D objects, accompanied by rendered images, URDF annotations, and textual descriptions. Extensive experiments demonstrate that DIPO significantly outperforms existing baselines in both the resting state and the articulated state, while the proposed PM-X dataset further enhances generalization to diverse and structurally complex articulated objects. Our code and dataset will be released to the community upon publication.

  • 9 authors
·
May 26

PartUV: Part-Based UV Unwrapping of 3D Meshes

UV unwrapping flattens 3D surfaces to 2D with minimal distortion, often requiring the complex surface to be decomposed into multiple charts. Although extensively studied, existing UV unwrapping methods frequently struggle with AI-generated meshes, which are typically noisy, bumpy, and poorly conditioned. These methods often produce highly fragmented charts and suboptimal boundaries, introducing artifacts and hindering downstream tasks. We introduce PartUV, a part-based UV unwrapping pipeline that generates significantly fewer, part-aligned charts while maintaining low distortion. Built on top of a recent learning-based part decomposition method PartField, PartUV combines high-level semantic part decomposition with novel geometric heuristics in a top-down recursive framework. It ensures each chart's distortion remains below a user-specified threshold while minimizing the total number of charts. The pipeline integrates and extends parameterization and packing algorithms, incorporates dedicated handling of non-manifold and degenerate meshes, and is extensively parallelized for efficiency. Evaluated across four diverse datasets, including man-made, CAD, AI-generated, and Common Shapes, PartUV outperforms existing tools and recent neural methods in chart count and seam length, achieves comparable distortion, exhibits high success rates on challenging meshes, and enables new applications like part-specific multi-tiles packing. Our project page is at https://www.zhaoningwang.com/PartUV.

  • 6 authors
·
Nov 20 2

Parsel: Algorithmic Reasoning with Language Models by Composing Decompositions

Despite recent success in large language model (LLM) reasoning, LLMs struggle with hierarchical multi-step reasoning tasks like generating complex programs. For these tasks, humans often start with a high-level algorithmic design and implement each part gradually. We introduce Parsel, a framework enabling automatic implementation and validation of complex algorithms with code LLMs. With Parsel, we automatically decompose algorithmic tasks into hierarchical natural language function descriptions and then search over combinations of possible function implementations using tests. We show that Parsel can be used across domains requiring hierarchical reasoning, including program synthesis and robotic planning. We find that, using Parsel, LLMs solve more competition-level problems in the APPS dataset, resulting in pass rates over 75\% higher than prior results from directly sampling AlphaCode and Codex, while often using a smaller sample budget. Moreover, with automatically generated tests, we find that Parsel can improve the state-of-the-art pass@1 performance on HumanEval from 67\% to 85\%. We also find that LLM-generated robotic plans using Parsel are more than twice as likely to be considered accurate than directly generated plans. Lastly, we explore how Parsel addresses LLM limitations and discuss how Parsel may be useful for human programmers. We release our code at https://github.com/ezelikman/parsel

  • 5 authors
·
Dec 20, 2022

SelfPose3d: 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.

  • 3 authors
·
Apr 2, 2024

A New Teacher-Reviewer-Student Framework for Semi-supervised 2D Human Pose Estimation

Conventional 2D human pose estimation methods typically require extensive labeled annotations, which are both labor-intensive and expensive. In contrast, semi-supervised 2D human pose estimation can alleviate the above problems by leveraging a large amount of unlabeled data along with a small portion of labeled data. Existing semi-supervised 2D human pose estimation methods update the network through backpropagation, ignoring crucial historical information from the previous training process. Therefore, we propose a novel semi-supervised 2D human pose estimation method by utilizing a newly designed Teacher-Reviewer-Student framework. Specifically, we first mimic the phenomenon that human beings constantly review previous knowledge for consolidation to design our framework, in which the teacher predicts results to guide the student's learning and the reviewer stores important historical parameters to provide additional supervision signals. Secondly, we introduce a Multi-level Feature Learning strategy, which utilizes the outputs from different stages of the backbone to estimate the heatmap to guide network training, enriching the supervisory information while effectively capturing keypoint relationships. Finally, we design a data augmentation strategy, i.e., Keypoint-Mix, to perturb pose information by mixing different keypoints, thus enhancing the network's ability to discern keypoints. Extensive experiments on publicly available datasets, demonstrate our method achieves significant improvements compared to the existing methods.

  • 4 authors
·
Jan 16

CenterSnap: Single-Shot Multi-Object 3D Shape Reconstruction and Categorical 6D Pose and Size Estimation

This paper studies the complex task of simultaneous multi-object 3D reconstruction, 6D pose and size estimation from a single-view RGB-D observation. In contrast to instance-level pose estimation, we focus on a more challenging problem where CAD models are not available at inference time. Existing approaches mainly follow a complex multi-stage pipeline which first localizes and detects each object instance in the image and then regresses to either their 3D meshes or 6D poses. These approaches suffer from high-computational cost and low performance in complex multi-object scenarios, where occlusions can be present. Hence, we present a simple one-stage approach to predict both the 3D shape and estimate the 6D pose and size jointly in a bounding-box free manner. In particular, our method treats object instances as spatial centers where each center denotes the complete shape of an object along with its 6D pose and size. Through this per-pixel representation, our approach can reconstruct in real-time (40 FPS) multiple novel object instances and predict their 6D pose and sizes in a single-forward pass. Through extensive experiments, we demonstrate that our approach significantly outperforms all shape completion and categorical 6D pose and size estimation baselines on multi-object ShapeNet and NOCS datasets respectively with a 12.6% absolute improvement in mAP for 6D pose for novel real-world object instances.

  • 5 authors
·
Mar 3, 2022

VividPose: Advancing Stable Video Diffusion for Realistic Human Image Animation

Human image animation involves generating a video from a static image by following a specified pose sequence. Current approaches typically adopt a multi-stage pipeline that separately learns appearance and motion, which often leads to appearance degradation and temporal inconsistencies. To address these issues, we propose VividPose, an innovative end-to-end pipeline based on Stable Video Diffusion (SVD) that ensures superior temporal stability. To enhance the retention of human identity, we propose an identity-aware appearance controller that integrates additional facial information without compromising other appearance details such as clothing texture and background. This approach ensures that the generated videos maintain high fidelity to the identity of human subject, preserving key facial features across various poses. To accommodate diverse human body shapes and hand movements, we introduce a geometry-aware pose controller that utilizes both dense rendering maps from SMPL-X and sparse skeleton maps. This enables accurate alignment of pose and shape in the generated videos, providing a robust framework capable of handling a wide range of body shapes and dynamic hand movements. Extensive qualitative and quantitative experiments on the UBCFashion and TikTok benchmarks demonstrate that our method achieves state-of-the-art performance. Furthermore, VividPose exhibits superior generalization capabilities on our proposed in-the-wild dataset. Codes and models will be available.

  • 10 authors
·
May 28, 2024