Related papers: REFA: Real-time Egocentric Facial Animations for V…
Environment understanding in egocentric videos is an important step for applications like robotics, augmented reality and assistive technologies. These videos are characterized by dynamic interactions and a strong dependence on the wearer…
Facial expression recognition (FER) has emerged as a promising approach to the development of emotion-aware intelligent agents and systems. However, key challenges remain in utilizing FER in real-world contexts, including ensuring user…
We present UnrealEgo, i.e., a new large-scale naturalistic dataset for egocentric 3D human pose estimation. UnrealEgo is based on an advanced concept of eyeglasses equipped with two fisheye cameras that can be used in unconstrained…
The way to accurately and effectively identify people has always been an interesting topic in research and industry. With the rapid development of artificial intelligence in recent years, facial recognition gains lots of attention due to…
Understanding how images of objects and scenes behave in response to specific ego-motions is a crucial aspect of proper visual development, yet existing visual learning methods are conspicuously disconnected from the physical source of…
We propose an end-to-end deep-learning approach for automatic rigging and retargeting of 3D models of human faces in the wild. Our approach, called Neural Face Rigging (NFR), holds three key properties: (i) NFR's expression space maintains…
Generating instructional images of human daily actions from an egocentric viewpoint serves as a key step towards efficient skill transfer. In this paper, we introduce a novel problem -- egocentric action frame generation. The goal is to…
Multi-view egocentric dynamic scene reconstruction holds significant research value for applications in holographic documentation of social interactions. However, existing reconstruction datasets focus on static multi-view or…
Generative world models have shown promise for simulating dynamic environments, yet egocentric video remains challenging due to rapid viewpoint changes, frequent hand-object interactions, and goal-directed procedures whose evolution depends…
Previous methods for dynamic facial expression recognition (DFER) in the wild are mainly based on Convolutional Neural Networks (CNNs), whose local operations ignore the long-range dependencies in videos. Transformer-based methods for DFER…
Augmented reality (AR) games, particularly those designed for head-mounted displays, have grown increasingly prevalent. However, most existing systems depend on pre-scanned, static environments and rely heavily on continuous tracking or…
We introduce the Visual Experience Dataset (VEDB), a compilation of over 240 hours of egocentric video combined with gaze- and head-tracking data that offers an unprecedented view of the visual world as experienced by human observers. The…
Feedforward monocular face capture methods seek to reconstruct posed faces from a single image of a person. Current state of the art approaches have the ability to regress parametric 3D face models in real-time across a wide range of…
Virtual Reality (VR) has become increasingly popular for remote collaboration, but video conferencing poses challenges when the user's face is covered by the headset. Existing solutions have limitations in terms of accessibility. In this…
In this paper we describe the anatomy of a real-time facial analysis system. The system recognizes the age, gender and facial expression from users in appearing in front of the camera. All components are based on convolutional neural…
We propose Heterogeneous Masked Autoregression (HMA) for modeling action-video dynamics to generate high-quality data and evaluation in scaling robot learning. Building interactive video world models and policies for robotics is difficult…
Egocentric videos offer fine-grained information for high-fidelity modeling of human behaviors. Hands and interacting objects are one crucial aspect of understanding a viewer's behaviors and intentions. We provide a labeled dataset…
With recent advances in embodied agents and AR devices, egocentric observations are readily available as input for real-world interactive online applications. However, egocentric viewpoints can only sporadically observe hands, in addition…
Computer Graphics (CG) advancements have allowed the creation of more realistic Virtual Humans (VH) through modern techniques for animating the VH body and face, thereby affecting perception. From traditional methods, including blend…
Face Recognition is a common problem in Machine Learning. This technology has already been widely used in our lives. For example, Facebook can automatically tag people's faces in images, and also some mobile devices use face recognition to…