In this paper, we tackle the egopose estimation from a more natural human vision span, where camera wearer can be seen in the peripheral view and depending on the head pose the wearer may become invisible or has a limited partial view.
The dataset is designed to contain minimal biases and has detailed annotations for the different types of reasoning over the spatio-temporal space of video. Dialogues are synthesized over multiple question turns, each of which is injected with a set of cross-turn semantic relationships. We use DVD to analyze existing approaches, providing interesting insights into their abilities and limitations.
In this paper, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues and complete puzzles.
This paper outlines a new method to adapt to desired and undesired signals using their spatial statistics, independent of their temporal characteristics. The method uses a linearly constrained minimum variance (LCMV) beamformer to estimate the relative source contribution of each source in a mixture, which is then used to weight statistical estimates of the spatial characteristics of each source used for final separation.
In this paper, we develop a learning framework that generates control policies for physically simulated athletes who have many degrees-of-freedom. Our framework uses a two step-approach, learning basic skills and learning boutlevel strategies, with deep reinforcement learning, which is inspired by the way that people how to learn competitive sports.
In this paper, we demonstrate that path sampling techniques developed for forward rendering can become inefficient for differentiable rendering of glossy materials—especially when estimating derivatives with respect to global scene geometries. To address this problem, we introduce antithetic sampling of BSDFs and light-transport paths, allowing significantly faster convergence and can be easily integrated into existing differentiable rendering pipelines.
In this paper, we propose a hand-object spatial representation that can achieve generalization from limited data. Our representation combines the global object shape as voxel occupancies with local geometric details as samples of closest distances. This representation is used by a neural network to regress finger motions from input trajectories of wrists and objects.
We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a convolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions.
The core intuition behind our method is that better drivability and generalization can be achieved by disentangling the driving signals and remaining generative factors, which are not available during animation.