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Reconstructing physically plausible 3D human-scene interactions (HSI) from a single image currently presents a trade-off: optimization based methods offer accurate contact but are slow (~20s), while feed-forward approaches are fast yet lack…
In the real world, we often come across soft objects having spatially varying stiffness, such as human palm or a wart on the skin. In this paper, we propose a novel approach to render thin, deformable objects having spatially varying…
Generative single-image super-resolution (SISR) is advancing rapidly, yet even state-of-the-art models produce visual artifacts: unnatural patterns and texture distortions that degrade perceived quality. These defects vary widely in…
In recent years, graph neural networks (GNNs) have gained significant attention for node classification tasks on graph-structured data. However, traditional GNNs primarily focus on adjacency relationships between nodes, often overlooking…
Monocular 3D human performance capture is indispensable for many applications in computer graphics and vision for enabling immersive experiences. However, detailed capture of humans requires tracking of multiple aspects, including the…
In this paper, we introduce a new benchmark dataset named IPN Hand with sufficient size, variety, and real-world elements able to train and evaluate deep neural networks. This dataset contains more than 4,000 gesture samples and 800,000 RGB…
We describe the application of convolutional neural network style transfer to the problem of improved visualization of underdrawings and ghost-paintings in fine art oil paintings. Such underdrawings and hidden paintings are typically…
Recently, text-guided 3D generative methods have made remarkable advancements in producing high-quality textures and geometry, capitalizing on the proliferation of large vision-language and image diffusion models. However, existing methods…
Accurate 3D reconstruction of hands and instruments is critical for vision-based analysis of ophthalmic microsurgery, yet progress has been hampered by the lack of realistic, large-scale datasets and reliable annotation tools. In this work,…
We present a style-transfer based wrapper, called Universal Material Generator (UMG), to improve the generalization performance of any fingerprint spoof detector against spoofs made from materials not seen during training. Specifically, we…
This paper presents Master of Puppets (MOP), an animation-by-demonstration framework that allows users to control the motion of virtual characters (puppets) in real time. In the first step, the user is asked to perform the necessary actions…
Despite recent advancements in high-fidelity human reconstruction techniques, the requirements for densely captured images or time-consuming per-instance optimization significantly hinder their applications in broader scenarios. To tackle…
Large-scale pre-training using egocentric human videos has proven effective for robot learning. However, the models pre-trained on such data can be suboptimal for robot learning due to the significant visual gap between human hands and…
An important challenge in the streaming model is to maintain small-space approximations of entrywise functions performed on a matrix that is generated by the outer product of two vectors given as a stream. In other works, streams typically…
Creating animatable 3D avatars from a single image remains challenging due to style limitations (realistic, cartoon, anime) and difficulties in handling accessories or hairstyles. While 3D diffusion models advance single-view reconstruction…
Reconstructing hand-held objects from monocular RGB images is an appealing yet challenging task. In this task, contacts between hands and objects provide important cues for recovering the 3D geometry of the hand-held objects. Though recent…
We describe a new visualization tool, dubbed HCMapper, that visually helps to compare a pair of dendrograms computed on the same dataset by displaying multiscale partition-based layered structures. The dendrograms are obtained by…
4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we…
Current scene graph datasets suffer from strong long-tail distributions of their predicate classes. Due to a very low number of some predicate classes in the test sets, no reliable metrics can be retrieved for the rarest classes. We…
Various heuristic objectives for modeling hand-object interaction have been proposed in past work. However, due to the lack of a cohesive framework, these objectives often possess a narrow scope of applicability and are limited by their…