An ideal digital telepresence experience requires accurate replication of a person's body, clothing, and movements. To capture and transfer these movements into virtual reality, the egocentric (first-person) perspective can be adopted, which enables the use of a portable and cost-effective device without front-view cameras. However, this viewpoint introduces challenges such as occlusions and distorted body proportions.
There are few works reconstructing human appearance from egocentric views, and none use a generative prior-based approach. Some methods create avatars from a single egocentric image during inference, but still rely on multi-view datasets during training. To our knowledge, this is the first study using a generative backbone to reconstruct animatable avatars from egocentric inputs. Based on Stable Diffusion, our method reduces training burden and improves generalizability.
Inspired by methods such as SiTH and MagicMan, which perform 360-degree reconstruction from a frontal image, we introduce a pipeline that generates realistic frontal views from occluded top-down images using ControlNet and a Stable Diffusion backbone.
Our goal is to convert a single top-down egocentric image into a realistic frontal representation and feed it into an image-to-motion model. This enables generation of avatar motions from minimal input, paving the way for more accessible and generalizable telepresence systems.
University of Catania(卡塔尼亚大学);XENIA s.r.l.(XENIA有限责任公司)
Equipping visitors of a cultural site with a wearable device allows to easily collect information about their preferences which can be exploited to improve the fruition of cultural goods with augmented reality. Moreover, egocentric video can be processed using computer vision and machine learning to enable an automated analysis of visitors' behavior. The inferred information can be used both online to assist the visitor and offline to support the manager of the site. Despite the positive impact such technologies can have in cultural heritage, the topic is currently understudied due to the limi…
University of Catania(卡塔尼亚大学);Next Vision s.r.l.(Next Vision有限公司)
We consider the problem of detecting Egocentric HumanObject Interactions (EHOIs) in industrial contexts. Since collecting and labeling large amounts of real images is challenging, we propose a pipeline and a tool to generate photo-realistic synthetic First Person Vision (FPV) images automatically labeled for EHOI detection in a specific industrial scenario. To tackle the problem of EHOI detection, we propose a method that detects the hands, the objects in the scene, and determines which objects are currently involved in an interaction. We compare the performance of our method with a set of sta…
Building Egocentric Procedural AI Assistant: Methods, Benchmarks, and Challenges
Department of EEE(电子工程系);The Hong Kong Polytechnic University(香港理工大学);RayNeo;Tsinghua University(清华大学);Huazhong University of Science and Technology(华中科技大学);Nanyang Technological University(南洋理工大学)
We present a solution to egocentric 3D body pose estimation from monocular images captured from downward looking fish-eye cameras installed on the rim of a head mounted VR device. This unusual viewpoint leads to images with unique visual appearance, with severe self-occlusions and perspective distortions that result in drastic differences in resolution between lower and upper body. We propose an encoder-decoder architecture with a novel multi-branch decoder designed to account for the varying uncertainty in 2D predictions. The quantitative evaluation, on synthetic and real-world datasets, show…
VAnim: Rendering-Aware Sparse State Modeling for Structure-Preserving Vector Animation
School of Software, Beihang University, Beijing, China(北京航空航天大学软件学院);Department of Computer Science, The University of Hong Kong, Hong Kong, China(香港大学计算机科学系);College of Computer Science and Technology, Zhejiang University, Hangzhou, China(浙江大学计算机科学与技术学院)
Center for Research in Computer Vision University of Central Florida
Egocentric cameras are becoming increasingly popular and provide us with large amounts of videos, captured from the first person perspective. At the same time, surveillance cameras and drones offer an abundance of visual information, often captured from top-view. Although these two sources of information have been separately studied in the past, they have not been collectively studied and related. Having a set of egocentric cameras and a top-view camera capturing the same area, we propose a framework to identify the egocentric viewers in the top-view video. We utilize two types of features for…
Thanks to the availability and increasing popularity of Egocentric cameras such as GoPro cameras, glasses, and etc. we have been provided with a plethora of videos captured from the first person perspective. Surveillance cameras and Unmanned Aerial Vehicles(also known as drones) also offer tremendous amount of videos, mostly with top-down or oblique view-point. Egocentric vision and top-view surveillance videos have been studied extensively in the past in the computer vision community. However, the relationship between the two has yet to be explored thoroughly. In this effort, we attempt to ex…
Bharati Vidyapeeth’s College of Engineering(巴拉蒂维迪亚佩斯工程学院)
In this paper, we propose a novel pipeline for the 3D reconstruction of the full body from egocentric viewpoints. 3-D reconstruction of the human body from egocentric viewpoints is a challenging task as the view is skewed and the body parts farther from the cameras are occluded. One such example is the view from cameras installed below VR headsets. To achieve this task, we first make use of conditional GANs to translate the egocentric views to full body third-person views. This increases the comprehensibility of the image and caters to occlusions. The generated third-person view is further sen…
Predicting pedestrian motion is essential for developing socially-aware robots that interact in a crowded environment. While the natural visual perspective for a social interaction setting is an egocentric view, the majority of existing work in trajectory prediction therein has been investigated purely in the top-down trajectory space. To support first-person view trajectory prediction research, we present T2FPV, a method for constructing high-fidelity first-person view (FPV) datasets given a real-world, top-down trajectory dataset; we showcase our approach on the ETH/UCY pedestrian dataset to…
UT Austin(德克萨斯大学奥斯汀分校);Facebook AI Research(Facebook人工智能研究)
First-person video naturally brings the use of a physical environment to the forefront, since it shows the camera wearer interacting fluidly in a space based on his intentions. However, current methods largely separate the observed actions from the persistent space itself. We introduce a model for environment affordances that is learned directly from egocentric video. The main idea is to gain a human-centric model of a physical space (such as a kitchen) that captures (1) the primary spatial zones of interaction and (2) the likely activities they support. Our approach decomposes a space into a …
University of Barcelona(巴塞罗那大学);Computer Vision Center(计算机视觉中心)
We present a novel solution to the garment animation problem through deep learning. Our contribution allows animating any template outfit with arbitrary topology and geometric complexity. Recent works develop models for garment edition, resizing and animation at the same time by leveraging the support body model (encoding garments as body homotopies). This leads to complex engineering solutions that suffer from scalability, applicability and compatibility. By limiting our scope to garment animation only, we are able to propose a simple model that can animate any outfit, independently of its to…
Georgia Institute of Technology(佐治亚理工学院);Oregon State University(俄勒冈州立大学);Facebook AI Research(Facebook AI研究院);Google Research(谷歌研究院)
We study the task of semantic mapping - specifically, an embodied agent (a robot or an egocentric AI assistant) is given a tour of a new environment and asked to build an allocentric top-down semantic map ("what is where?") from egocentric observations of an RGB-D camera with known pose (via localization sensors). Towards this goal, we present SemanticMapNet (SMNet), which consists of: (1) an Egocentric Visual Encoder that encodes each egocentric RGB-D frame, (2) a Feature Projector that projects egocentric features to appropriate locations on a floor-plan, (3) a Spatial Memory Tensor of size …
Universitat de Barcelona(巴塞罗那大学);Computer Vision Center(计算机视觉中心);PRHLT Research Center, Universitat Politècnica de València(瓦伦西亚理工大学 PRHLT 研究中心)
Egocentric vision consists in acquiring images along the day from a first person point-of-view using wearable cameras. The automatic analysis of this information allows to discover daily patterns for improving the quality of life of the user. A natural topic that arises in egocentric vision is storytelling, that is, how to understand and tell the story relying behind the pictures. In this paper, we tackle storytelling as an egocentric sequences description problem. We propose a novel methodology that exploits information from temporally neighboring events, matching precisely the nature of egoc…
OMRON SINIC X(欧姆龙 SINIC X 研究院);Kyoto University(京都大学)
We introduce an on-ground Pedestrian World Model, a computational model that can predict how pedestrians move around an observer in the crowd on the ground plane, but from just the egocentric-views of the observer. Our model, InCrowdFormer, fully leverages the Transformer architecture by modeling pedestrian interaction and egocentric to top-down view transformation with attention, and autoregressively predicts on-ground positions of a variable number of people with an encoder-decoder architecture. We encode the uncertainties arising from unknown pedestrian heights with latent codes to predict …
AIOZ;University of Liverpool(利物浦大学);VinAI Research(VinAI研究院)
Audio-driven talking head animation is a challenging research topic with many real-world applications. Recent works have focused on creating photo-realistic 2D animation, while learning different talking or singing styles remains an open problem. In this paper, we present a new method to generate talking head animation with learnable style references. Given a set of style reference frames, our framework can reconstruct 2D talking head animation based on a single input image and an audio stream. Our method first produces facial landmarks motion from the audio stream and constructs the intermedi…
Human identification remains to be one of the challenging tasks in computer vision community due to drastic changes in visual features across different viewpoints, lighting conditions, occlusion, etc. Most of the literature has been focused on exploring human re-identification across viewpoints that are not too drastically different in nature. Cameras usually capture oblique or side views of humans, leaving room for a lot of geometric and visual reasoning. Given the recent popularity of egocentric and top-view vision, re-identification across these two drastically different views can now be ex…
Tianjin University(天津大学);University of South Carolina(南卡罗来纳大学)
With the development of Augmented Reality (AR), egocentric action recognition (EAR) plays important role in accurately understanding demands from the user. However, EAR is designed to help recognize human-machine interaction in single egocentric view, thus difficult to capture interactions between two face-to-face AR users. Paired egocentric interaction recognition (PEIR) is the task to collaboratively recognize the interactions between two persons with the videos in their corresponding views. Unfortunately, existing PEIR methods always directly use linear decision function to fuse the feature…
Max Plank Institute for Informatics(马克斯·普朗克信息学研究所);Saarland Informatics Campus(萨尔兰信息学园区);University of Maryland(马里兰大学)
We present EgoRenderer, a system for rendering full-body neural avatars of a person captured by a wearable, egocentric fisheye camera that is mounted on a cap or a VR headset. Our system renders photorealistic novel views of the actor and her motion from arbitrary virtual camera locations. Rendering full-body avatars from such egocentric images come with unique challenges due to the top-down view and large distortions. We tackle these challenges by decomposing the rendering process into several steps, including texture synthesis, pose construction, and neural image translation. For texture syn…
Interaction Region Visual Transformer for Egocentric Action Anticipation
Institute of High Performance Computing (IHPC), Agency for Science, Technology and Research (A*STAR)(新加坡科技研究局(A*STAR)高性能计算研究所(IHPC));Centre for Frontier AI Research (CFAR), Agency for Science, Technology and Research (A*STAR)(新加坡科技研究局(A*STAR)前沿人工智能研究中心(CFAR))
Face animation, one of the hottest topics in computer vision, has achieved a promising performance with the help of generative models. However, it remains a critical challenge to generate identity preserving and photo-realistic images due to the sophisticated motion deformation and complex facial detail modeling. To address these problems, we propose a Face Neural Volume Rendering (FNeVR) network to fully explore the potential of 2D motion warping and 3D volume rendering in a unified framework. In FNeVR, we design a 3D Face Volume Rendering (FVR) module to enhance the facial details for image …
In this paper, we present an end-to-end pipeline for the creation of high-quality animatable volumetric video content of human performances. Going beyond the application of free-viewpoint volumetric video, we allow re-animation and alteration of an actor's performance through (i) the enrichment of the captured data with semantics and animation properties and (ii) applying hybrid geometry- and video-based animation methods that allow a direct animation of the high-quality data itself instead of creating an animatable model that resembles the captured data. Semantic enrichment and geometric anim…
In this paper, we tackle the problem of egocentric action anticipation, i.e., predicting what actions the camera wearer will perform in the near future and which objects they will interact with. Specifically, we contribute Rolling-Unrolling LSTM, a learning architecture to anticipate actions from egocentric videos. The method is based on three components: 1) an architecture comprised of two LSTMs to model the sub-tasks of summarizing the past and inferring the future, 2) a Sequence Completion Pre-Training technique which encourages the LSTMs to focus on the different sub-tasks, and 3) a Modali…
Estimating camera wearer's body pose from an egocentric view (egopose) is a vital task in augmented and virtual reality. Existing approaches either use a narrow field of view front facing camera that barely captures the wearer, or an extruded head-mounted top-down camera for maximal wearer visibility. In this paper, we tackle the egopose estimation from a more natural human vision span, where camera wearer can be seen in the peripheral view and depending on the head pose the wearer may become invisible or has a limited partial view. This is a realistic visual field for user-centric wearable de…
University College London(伦敦大学学院);Facebook Reality Lab(Facebook现实实验室)
We present a new solution to egocentric 3D body pose estimation from monocular images captured from a downward looking fish-eye camera installed on the rim of a head mounted virtual reality device. This unusual viewpoint, just 2 cm. away from the user's face, leads to images with unique visual appearance, characterized by severe self-occlusions and strong perspective distortions that result in a drastic difference in resolution between lower and upper body. Our contribution is two-fold. Firstly, we propose a new encoder-decoder architecture with a novel dual branch decoder designed specificall…
Ulsan National Institute of Science and Technology (UNIST)(蔚山科学技术院(UNIST))
This report describes the 2nd place solution to the ECCV 2022 Human Body, Hands, and Activities (HBHA) from Egocentric and Multi-view Cameras Challenge: Action Recognition. This challenge aims to recognize hand-object interaction in an egocentric view. We propose a framework that estimates keypoints of two hands and an object with a Transformer-based keypoint estimator and recognizes actions based on the estimated keypoints. We achieved a top-1 accuracy of 87.19% on the testset.
Image animation generates a video of a source image following the motion of a driving video. State-of-the-art self-supervised image animation approaches warp the source image according to the motion of the driving video and recover the warping artifacts by inpainting. These approaches mostly use vanilla convolution for inpainting, and vanilla convolution does not distinguish between valid and invalid pixels. As a result, visual artifacts are still noticeable after inpainting. CutMix is a state-of-the-art regularization strategy that cuts and mixes patches of images and is widely studied in dif…
Humans have an innate ability to sense their surroundings, as they can extract the spatial representation from the egocentric perception and form an allocentric semantic map via spatial transformation and memory updating. However, endowing mobile agents with such a spatial sensing ability is still a challenge, due to two difficulties: (1) the previous convolutional models are limited by the local receptive field, thus, struggling to capture holistic long-range dependencies during observation; (2) the excessive computational budgets required for success, often lead to a separation of the mappin…
Cisco Systems(思科系统公司);University of Trento(特伦托大学);Stevens Institute of Technology(史蒂文斯理工学院);Illinois Institute of Technology(伊利诺伊理工学院)
Cross-view video synthesis task seeks to generate video sequences of one view from another dramatically different view. In this paper, we investigate the exocentric (third-person) view to egocentric (first-person) view video generation task. This is challenging because egocentric view sometimes is remarkably different from the exocentric view. Thus, transforming the appearances across the two different views is a non-trivial task. Particularly, we propose a novel Bi-directional Spatial Temporal Attention Fusion Generative Adversarial Network (STA-GAN) to learn both spatial and temporal informa…
We present HandAvatar, a novel representation for hand animation and rendering, which can generate smoothly compositional geometry and self-occlusion-aware texture. Specifically, we first develop a MANO-HD model as a high-resolution mesh topology to fit personalized hand shapes. Sequentially, we decompose hand geometry into per-bone rigid parts, and then re-compose paired geometry encodings to derive an across-part consistent occupancy field. As for texture modeling, we propose a self-occlusion-aware shading field (SelF). In SelF, drivable anchors are paved on the MANO-HD surface to record alb…
Facebook Reality Labs Research(脸书现实实验室研究部);University of California, Los Angeles(加州大学洛杉矶分校)
We present ARCH++, an image-based method to reconstruct 3D avatars with arbitrary clothing styles. Our reconstructed avatars are animation-ready and highly realistic, in both the visible regions from input views and the unseen regions. While prior work shows great promise of reconstructing animatable clothed humans with various topologies, we observe that there exist fundamental limitations resulting in sub-optimal reconstruction quality. In this paper, we revisit the major steps of image-based avatar reconstruction and address the limitations with ARCH++. First, we introduce an end-to-end poi…
Action anticipation in egocentric videos is a difficult task due to the inherently multi-modal nature of human actions. Additionally, some actions happen faster or slower than others depending on the actor or surrounding context which could vary each time and lead to different predictions. Based on this idea, we build upon RULSTM architecture, which is specifically designed for anticipating human actions, and propose a novel attention-based technique to evaluate, simultaneously, slow and fast features extracted from three different modalities, namely RGB, optical flow, and extracted objects. T…
Bring Your Own Character: A Holistic Solution for Automatic Facial Animation Generation of Customized Characters
Institute of Software, Chinese Academy of Sciences(中国科学院软件研究所);National University of Singapore(新加坡国立大学);University of Chinese Academy of Sciences(中国科学院大学)
本文提出一种自动生成定制虚拟人面部动画的整体方案,通过深度学习估计 blendshape 系数实现表情重定向,并开发 Unity 3D 工具包结合人在回路反馈优化,以加速 VR 面部动画生成。
ETH Zurich(苏黎世联邦理工学院);Microsoft(微软);Samsung AI Center, Cambridge(三星AI中心(剑桥))
We present a comprehensive framework for egocentric interaction recognition using markerless 3D annotations of two hands manipulating objects. To this end, we propose a method to create a unified dataset for egocentric 3D interaction recognition. Our method produces annotations of the 3D pose of two hands and the 6D pose of the manipulated objects, along with their interaction labels for each frame. Our dataset, called H2O (2 Hands and Objects), provides synchronized multi-view RGB-D images, interaction labels, object classes, ground-truth 3D poses for left & right hands, 6D object poses, grou…