GLAMR: Global Occlusion-Aware Human Mesh Recovery with Dynamic Cameras

We present an approach for 3D global human mesh recovery from monocular videos recorded with dynamic cameras. Our approach is robust to severe and long-term occlusions and tracks human bodies even when they go outside the camera's field of view. To achieve this, we first propose a deep generative motion infiller, which autoregressively infills the body motions of occluded humans based on visible motions. Additionally, in contrast to prior work, our approach reconstructs human meshes in consistent global coordinates even with dynamic cameras.

Ye Yuan

Ye Yuan is a research scientist at NVIDIA Research. He received his Ph.D. in Robotics from Carnegie Mellon University (CMU) in 2022, where he worked with Prof. Kris Kitani. His research lies at the intersection of computer vision, robotics, and machine learning. He is particularly interested in simulation, reinforcement learning, 3D computer vision, generative models, embodied agents, and digital humans.

Bart Wronski

Bart has joined NVIDIA in 2022, coming from Google Research, where he spent 5 years working on computational photography, image processing, and machine learning.

Before that, he worked for over 8 years in various roles in video games industry (CD Projekt RED, Ubisoft Montreal, Sony Santa Monica) on graphics, engine and tooling architecture, content pipelines, and technical direction.

His main research interests are combining traditional algorithms with machine learning, and improving / automating content creation pipelines to empower artists and creative users.

Chen Tessler

I am a research scientist at the Tel-Aviv research lab (Israel). I am interested in challenges within the realm of decision making (RL, planning, control) that arise from real world challenges.

I received my B.Sc. and Ph.D. from the Technion Institute of Technology, where my research focused on the intricate connection between theory and practice in reinforcement learning.

HandoverSim: A Simulation Framework and Benchmark for Human-to-Robot Object Handovers

We introduce a new simulation benchmark "HandoverSim" for human-to-robot object handovers. To simulate the giver's motion, we leverage a recent motion capture dataset of hand grasping of objects. We create training and evaluation environments for the receiver with standardized protocols and metrics. We analyze the performance of a set of baselines and show a correlation with a real-world evaluation.

Evolution of the Graphics Processing Unit (GPU)

Graphics processing units (GPUs) power today’s fastest supercomputers, are the dominant platform for deep learning, and provide the intelligence for devices ranging from self-driving cars to robots and smart cameras. They also generate compelling photorealistic images at real-time frame rates. GPUs have evolved by adding features to support new use cases. NVIDIA’s GeForce 256, the first GPU, was a dedicated processor for real-time graphics, an application that demands large amounts of floating-point arithmetic for vertex and fragment shading computations and high memory bandwidth.

AdaptiBrush: Adaptive General and Predictable VR Ribbon Brush

Virtual reality drawing applications let users draw 3D shapes using brushes that form ribbon shaped, or ruled-surface, strokes. Each ribbon is uniquely defined by its user-specified ruling length, path, and the ruling directions at each point along this path. Existing brushes use the trajectory of a handheld controller in 3D space as the ribbon path, and compute the ruling directions using a fixed mapping from a specific controller coordinate-frame axis.

Neural Fields in Visual Computing and Beyond

Recent advances in machine learning have created increasing interest in solving visual computing problems using a class of coordinate-based neural networks that parametrize physical properties of scenes or objects across space and time. These methods, which we call neural fields, have seen successful application in the synthesis of 3D shapes and image, animation of human bodies, 3D reconstruction, and pose estimation. However, due to rapid progress in a short time, many papers exist but a comprehensive review and formulation of the problem has not yet emerged.