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Mar 14

Parsing is All You Need for Accurate Gait Recognition in the Wild

Binary silhouettes and keypoint-based skeletons have dominated human gait recognition studies for decades since they are easy to extract from video frames. Despite their success in gait recognition for in-the-lab environments, they usually fail in real-world scenarios due to their low information entropy for gait representations. To achieve accurate gait recognition in the wild, this paper presents a novel gait representation, named Gait Parsing Sequence (GPS). GPSs are sequences of fine-grained human segmentation, i.e., human parsing, extracted from video frames, so they have much higher information entropy to encode the shapes and dynamics of fine-grained human parts during walking. Moreover, to effectively explore the capability of the GPS representation, we propose a novel human parsing-based gait recognition framework, named ParsingGait. ParsingGait contains a Convolutional Neural Network (CNN)-based backbone and two light-weighted heads. The first head extracts global semantic features from GPSs, while the other one learns mutual information of part-level features through Graph Convolutional Networks to model the detailed dynamics of human walking. Furthermore, due to the lack of suitable datasets, we build the first parsing-based dataset for gait recognition in the wild, named Gait3D-Parsing, by extending the large-scale and challenging Gait3D dataset. Based on Gait3D-Parsing, we comprehensively evaluate our method and existing gait recognition methods. The experimental results show a significant improvement in accuracy brought by the GPS representation and the superiority of ParsingGait. The code and dataset are available at https://gait3d.github.io/gait3d-parsing-hp .

Generative Zoo

The model-based estimation of 3D animal pose and shape from images enables computational modeling of animal behavior. Training models for this purpose requires large amounts of labeled image data with precise pose and shape annotations. However, capturing such data requires the use of multi-view or marker-based motion-capture systems, which are impractical to adapt to wild animals in situ and impossible to scale across a comprehensive set of animal species. Some have attempted to address the challenge of procuring training data by pseudo-labeling individual real-world images through manual 2D annotation, followed by 3D-parameter optimization to those labels. While this approach may produce silhouette-aligned samples, the obtained pose and shape parameters are often implausible due to the ill-posed nature of the monocular fitting problem. Sidestepping real-world ambiguity, others have designed complex synthetic-data-generation pipelines leveraging video-game engines and collections of artist-designed 3D assets. Such engines yield perfect ground-truth annotations but are often lacking in visual realism and require considerable manual effort to adapt to new species or environments. Motivated by these shortcomings, we propose an alternative approach to synthetic-data generation: rendering with a conditional image-generation model. We introduce a pipeline that samples a diverse set of poses and shapes for a variety of mammalian quadrupeds and generates realistic images with corresponding ground-truth pose and shape parameters. To demonstrate the scalability of our approach, we introduce GenZoo, a synthetic dataset containing one million images of distinct subjects. We train a 3D pose and shape regressor on GenZoo, which achieves state-of-the-art performance on a real-world animal pose and shape estimation benchmark, despite being trained solely on synthetic data. https://genzoo.is.tue.mpg.de

HaSPeR: An Image Repository for Hand Shadow Puppet Recognition

Hand shadow puppetry, also known as shadowgraphy or ombromanie, is a form of theatrical art and storytelling where hand shadows are projected onto flat surfaces to create illusions of living creatures. The skilled performers create these silhouettes by hand positioning, finger movements, and dexterous gestures to resemble shadows of animals and objects. Due to the lack of practitioners and a seismic shift in people's entertainment standards, this art form is on the verge of extinction. To facilitate its preservation and proliferate it to a wider audience, we introduce {rm H{small A}SP{small E}R}, a novel dataset consisting of 15,000 images of hand shadow puppets across 15 classes extracted from both professional and amateur hand shadow puppeteer clips. We provide a detailed statistical analysis of the dataset and employ a range of pretrained image classification models to establish baselines. Our findings show a substantial performance superiority of skip-connected convolutional models over attention-based transformer architectures. We also find that lightweight models, such as MobileNetV2, suited for mobile applications and embedded devices, perform comparatively well. We surmise that such low-latency architectures can be useful in developing ombromanie teaching tools, and we create a prototype application to explore this surmission. Keeping the best-performing model ResNet34 under the limelight, we conduct comprehensive feature-spatial, explainability, and error analyses to gain insights into its decision-making process. To the best of our knowledge, this is the first documented dataset and research endeavor to preserve this dying art for future generations, with computer vision approaches. Our code and data will be publicly available.

Masked Attribute Description Embedding for Cloth-Changing Person Re-identification

Cloth-changing person re-identification (CC-ReID) aims to match persons who change clothes over long periods. The key challenge in CC-ReID is to extract clothing-independent features, such as face, hairstyle, body shape, and gait. Current research mainly focuses on modeling body shape using multi-modal biological features (such as silhouettes and sketches). However, it does not fully leverage the personal description information hidden in the original RGB image. Considering that there are certain attribute descriptions which remain unchanged after the changing of cloth, we propose a Masked Attribute Description Embedding (MADE) method that unifies personal visual appearance and attribute description for CC-ReID. Specifically, handling variable clothing-sensitive information, such as color and type, is challenging for effective modeling. To address this, we mask the clothing and color information in the personal attribute description extracted through an attribute detection model. The masked attribute description is then connected and embedded into Transformer blocks at various levels, fusing it with the low-level to high-level features of the image. This approach compels the model to discard clothing information. Experiments are conducted on several CC-ReID benchmarks, including PRCC, LTCC, Celeb-reID-light, and LaST. Results demonstrate that MADE effectively utilizes attribute description, enhancing cloth-changing person re-identification performance, and compares favorably with state-of-the-art methods. The code is available at https://github.com/moon-wh/MADE.

O$^2$-Recon: Completing 3D Reconstruction of Occluded Objects in the Scene with a Pre-trained 2D Diffusion Model

Occlusion is a common issue in 3D reconstruction from RGB-D videos, often blocking the complete reconstruction of objects and presenting an ongoing problem. In this paper, we propose a novel framework, empowered by a 2D diffusion-based in-painting model, to reconstruct complete surfaces for the hidden parts of objects. Specifically, we utilize a pre-trained diffusion model to fill in the hidden areas of 2D images. Then we use these in-painted images to optimize a neural implicit surface representation for each instance for 3D reconstruction. Since creating the in-painting masks needed for this process is tricky, we adopt a human-in-the-loop strategy that involves very little human engagement to generate high-quality masks. Moreover, some parts of objects can be totally hidden because the videos are usually shot from limited perspectives. To ensure recovering these invisible areas, we develop a cascaded network architecture for predicting signed distance field, making use of different frequency bands of positional encoding and maintaining overall smoothness. Besides the commonly used rendering loss, Eikonal loss, and silhouette loss, we adopt a CLIP-based semantic consistency loss to guide the surface from unseen camera angles. Experiments on ScanNet scenes show that our proposed framework achieves state-of-the-art accuracy and completeness in object-level reconstruction from scene-level RGB-D videos. Code: https://github.com/THU-LYJ-Lab/O2-Recon.

GPGait: Generalized Pose-based Gait Recognition

Recent works on pose-based gait recognition have demonstrated the potential of using such simple information to achieve results comparable to silhouette-based methods. However, the generalization ability of pose-based methods on different datasets is undesirably inferior to that of silhouette-based ones, which has received little attention but hinders the application of these methods in real-world scenarios. To improve the generalization ability of pose-based methods across datasets, we propose a Generalized Pose-based Gait recognition (GPGait) framework. First, a Human-Oriented Transformation (HOT) and a series of Human-Oriented Descriptors (HOD) are proposed to obtain a unified pose representation with discriminative multi-features. Then, given the slight variations in the unified representation after HOT and HOD, it becomes crucial for the network to extract local-global relationships between the keypoints. To this end, a Part-Aware Graph Convolutional Network (PAGCN) is proposed to enable efficient graph partition and local-global spatial feature extraction. Experiments on four public gait recognition datasets, CASIA-B, OUMVLP-Pose, Gait3D and GREW, show that our model demonstrates better and more stable cross-domain capabilities compared to existing skeleton-based methods, achieving comparable recognition results to silhouette-based ones. Code is available at https://github.com/BNU-IVC/FastPoseGait.

Block and Detail: Scaffolding Sketch-to-Image Generation

We introduce a novel sketch-to-image tool that aligns with the iterative refinement process of artists. Our tool lets users sketch blocking strokes to coarsely represent the placement and form of objects and detail strokes to refine their shape and silhouettes. We develop a two-pass algorithm for generating high-fidelity images from such sketches at any point in the iterative process. In the first pass we use a ControlNet to generate an image that strictly follows all the strokes (blocking and detail) and in the second pass we add variation by renoising regions surrounding blocking strokes. We also present a dataset generation scheme that, when used to train a ControlNet architecture, allows regions that do not contain strokes to be interpreted as not-yet-specified regions rather than empty space. We show that this partial-sketch-aware ControlNet can generate coherent elements from partial sketches that only contain a small number of strokes. The high-fidelity images produced by our approach serve as scaffolds that can help the user adjust the shape and proportions of objects or add additional elements to the composition. We demonstrate the effectiveness of our approach with a variety of examples and evaluative comparisons. Quantitatively, evaluative user feedback indicates that novice viewers prefer the quality of images from our algorithm over a baseline Scribble ControlNet for 84% of the pairs and found our images had less distortion in 81% of the pairs.

DyGait: Exploiting Dynamic Representations for High-performance Gait Recognition

Gait recognition is a biometric technology that recognizes the identity of humans through their walking patterns. Compared with other biometric technologies, gait recognition is more difficult to disguise and can be applied to the condition of long-distance without the cooperation of subjects. Thus, it has unique potential and wide application for crime prevention and social security. At present, most gait recognition methods directly extract features from the video frames to establish representations. However, these architectures learn representations from different features equally but do not pay enough attention to dynamic features, which refers to a representation of dynamic parts of silhouettes over time (e.g. legs). Since dynamic parts of the human body are more informative than other parts (e.g. bags) during walking, in this paper, we propose a novel and high-performance framework named DyGait. This is the first framework on gait recognition that is designed to focus on the extraction of dynamic features. Specifically, to take full advantage of the dynamic information, we propose a Dynamic Augmentation Module (DAM), which can automatically establish spatial-temporal feature representations of the dynamic parts of the human body. The experimental results show that our DyGait network outperforms other state-of-the-art gait recognition methods. It achieves an average Rank-1 accuracy of 71.4% on the GREW dataset, 66.3% on the Gait3D dataset, 98.4% on the CASIA-B dataset and 98.3% on the OU-MVLP dataset.

Learning to Regress Bodies from Images using Differentiable Semantic Rendering

Learning to regress 3D human body shape and pose (e.g.~SMPL parameters) from monocular images typically exploits losses on 2D keypoints, silhouettes, and/or part-segmentation when 3D training data is not available. Such losses, however, are limited because 2D keypoints do not supervise body shape and segmentations of people in clothing do not match projected minimally-clothed SMPL shapes. To exploit richer image information about clothed people, we introduce higher-level semantic information about clothing to penalize clothed and non-clothed regions of the image differently. To do so, we train a body regressor using a novel Differentiable Semantic Rendering - DSR loss. For Minimally-Clothed regions, we define the DSR-MC loss, which encourages a tight match between a rendered SMPL body and the minimally-clothed regions of the image. For clothed regions, we define the DSR-C loss to encourage the rendered SMPL body to be inside the clothing mask. To ensure end-to-end differentiable training, we learn a semantic clothing prior for SMPL vertices from thousands of clothed human scans. We perform extensive qualitative and quantitative experiments to evaluate the role of clothing semantics on the accuracy of 3D human pose and shape estimation. We outperform all previous state-of-the-art methods on 3DPW and Human3.6M and obtain on par results on MPI-INF-3DHP. Code and trained models are available for research at https://dsr.is.tue.mpg.de/.

Pix2Shape: Towards Unsupervised Learning of 3D Scenes from Images using a View-based Representation

We infer and generate three-dimensional (3D) scene information from a single input image and without supervision. This problem is under-explored, with most prior work relying on supervision from, e.g., 3D ground-truth, multiple images of a scene, image silhouettes or key-points. We propose Pix2Shape, an approach to solve this problem with four components: (i) an encoder that infers the latent 3D representation from an image, (ii) a decoder that generates an explicit 2.5D surfel-based reconstruction of a scene from the latent code (iii) a differentiable renderer that synthesizes a 2D image from the surfel representation, and (iv) a critic network trained to discriminate between images generated by the decoder-renderer and those from a training distribution. Pix2Shape can generate complex 3D scenes that scale with the view-dependent on-screen resolution, unlike representations that capture world-space resolution, i.e., voxels or meshes. We show that Pix2Shape learns a consistent scene representation in its encoded latent space and that the decoder can then be applied to this latent representation in order to synthesize the scene from a novel viewpoint. We evaluate Pix2Shape with experiments on the ShapeNet dataset as well as on a novel benchmark we developed, called 3D-IQTT, to evaluate models based on their ability to enable 3d spatial reasoning. Qualitative and quantitative evaluation demonstrate Pix2Shape's ability to solve scene reconstruction, generation, and understanding tasks.