Related papers: Wild2Avatar: Rendering Humans Behind Occlusions
In recent years, Neural Radiance Fields (NeRF) have achieved remarkable progress in dynamic human reconstruction and rendering. Part-based rendering paradigms, guided by human segmentation, allow for flexible parameter allocation based on…
We present an approach for 3D global human mesh recovery from monocular videos recorded with dynamic cameras. Our approach is robust to severe and long-term occlusions and tracks human bodies even when they go outside the camera's field of…
Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to…
Estimating 3D human poses from a monocular video is still a challenging task. Many existing methods' performance drops when the target person is occluded by other objects, or the motion is too fast/slow relative to the scale and speed of…
High-fidelity 3D scene reconstruction from monocular videos continues to be challenging, especially for complete and fine-grained geometry reconstruction. The previous 3D reconstruction approaches with neural implicit representations have…
Object permanence in humans is a fundamental cue that helps in understanding persistence of objects, even when they are fully occluded in the scene. Present day methods in object segmentation do not account for this amodal nature of the…
Compositing human figures into scene images has broad applications in areas such as entertainment and advertising. However, existing methods often cannot handle occlusion of the inserted person by foreground objects and unnaturally place…
Most objects in the visual world are partially occluded, but humans can recognize them without difficulty. However, it remains unknown whether object recognition models like convolutional neural networks (CNNs) can handle real-world…
We propose a de-identification pipeline that protects the privacy of humans in video sequences by replacing them with rendered 3D human models, hence concealing their identity while retaining the naturalness of the scene. The original…
Existing neural human rendering methods struggle with a single image input due to the lack of information in invisible areas and the depth ambiguity of pixels in visible areas. In this regard, we propose Monocular Neural Human Renderer…
With increasing focus on augmented and virtual reality applications (XR) comes the demand for algorithms that can lift objects from images and videos into representations that are suitable for a wide variety of related 3D tasks. Large-scale…
Rendering novel view images is highly desirable for many applications. Despite recent progress, it remains challenging to render high-fidelity and view-consistent novel views of large-scale scenes from in-the-wild images with inevitable…
We present a fully automatic approach to real-time 3D face reconstruction from monocular in-the-wild videos. With the use of a cascaded-regressor based face tracking and a 3D Morphable Face Model shape fitting, we obtain a semi-dense 3D…
Constructing and animating humans is an important component for building virtual worlds in a wide variety of applications such as virtual reality or robotics testing in simulation. As there are exponentially many variations of humans with…
Accurate and robust 3D scene reconstruction from casual, in-the-wild videos can significantly simplify robot deployment to new environments. However, reliable camera pose estimation and scene reconstruction from such unconstrained videos…
Perceiving humans in the context of Intelligent Transportation Systems (ITS) often relies on multiple cameras or expensive LiDAR sensors. In this work, we present a new cost-effective vision-based method that perceives humans' locations in…
The accuracy of monocular 3D human pose estimation depends on the viewpoint from which the image is captured. While freely moving cameras, such as on drones, provide control over this viewpoint, automatically positioning them at the…
For augmented reality (AR), it is important that virtual assets appear to `sit among' real world objects. The virtual element should variously occlude and be occluded by real matter, based on a plausible depth ordering. This occlusion…
We present a new algorithm for multi-region segmentation of 2D images with objects that may partially occlude each other. Our algorithm is based on the observation hat human performance on this task is based both on prior knowledge about…
When you see a person in a crowd, occluded by other persons, you miss visual information that can be used to recognize, re-identify or simply classify him or her. You can imagine its appearance given your experience, nothing more.…