Human behavior can be described at multiple levels. At the lowest level, we observe the 3D pose of the body over time. Poses can be organized into primitives that capture coordinated activity of different body parts. These further form more complex "actions" or "behaviors". Finally, und...
In Computer Vision and Pattern Recognition (CVPR), June 2020 (inproceedings)
We present a fully-automatic system that takes a 3D scene and generates plausible 3D human bodies that are posed naturally in that 3D scene. Given a 3D scene without people, humans can easily imagine how people could interact with the scene and the objects in it. However, this is a challenging task for a computer as solving it requires (1) the generated human bodies should be semantically plausible with the 3D environment, e.g. people sitting on the sofa or cooking near the stove; (2) the generated human-scene interaction should be physically feasible in the way that the human body and scene do not interpenetrate while, at the same time, body-scene contact supports physical interactions. To that end, we make use of the surface-based 3D human model SMPL-X. We first train a conditional variational autoencoder to predict semantically plausible 3D human pose conditioned on latent scene representations, then we further refine the generated 3D bodies using scene constraints to enforce feasible physical interaction. We show that our approach is able to synthesize realistic and expressive 3D human bodies that naturally interact with 3D environment. We perform extensive experiments demonstrating that our generative framework compares favorably with existing methods, both qualitatively and quantitatively. We believe that our scene-conditioned 3D human generation pipeline will be useful for numerous applications; e.g. to generate training data for human pose estimation, in video games and in VR/AR.
In Proceedings IEEE Conf. on Computer Vision and Pattern Recognition (CVPR), IEEE International Conference on Computer Vision and Pattern Recognition (CVPR) 2019, June 2019 (inproceedings)
Fine-grained temporal action parsing is important in many applications, such as daily activity understanding, human motion analysis, surgical robotics and others requiring subtle and precise operations in a long-term period. In this paper we propose a novel bilinear pooling operation, which is used in intermediate layers of a temporal convolutional encoder-decoder net. In contrast to other work, our proposed bilinear pooling is learnable and hence can capture more complex local statistics than the conventional counterpart. In addition, we introduce exact lower-dimension representations of our bilinear forms, so that the dimensionality is reduced with neither information loss nor extra computation. We perform intensive experiments to quantitatively analyze our model and show the superior performances to other state-of-the-art work on various datasets.
In Proceedings of the British Machine Vision Conference (BMVC), pages: 269, BMVA Press, 29th British Machine Vision Conference, September 2018 (inproceedings)
Parsing continuous human motion into meaningful segments plays an essential role in various applications. In this work, we propose a hierarchical dynamic clustering framework to derive action clusters from a sequence of local features in an unsuper- vised bottom-up manner. We systematically investigate the modules in this framework and particularly propose diverse temporal pooling schemes, in order to realize accurate temporal action localization. We demonstrate our method on two motion parsing tasks: temporal action segmentation and abnormal behavior detection. The experimental results indicate that the proposed framework is significantly more effective than the other related state-of-the-art methods on several datasets.
We present an effective dynamic clustering algorithm for the task of temporal human action segmentation, which has comprehensive applications such as robotics, motion analysis, and patient monitoring. Our proposed algorithm is unsupervised, fast, generic to process various types of features, and applica- ble in both the online and offline settings. We perform extensive experiments of processing data streams, and show that our algorithm achieves the state-of- the-art results for both online and offline settings.
Our goal is to understand the principles of Perception, Action and Learning in autonomous systems that successfully interact with complex environments and to use this understanding to design future systems