33,929 research outputs found

    Cascaded 3D Full-body Pose Regression from Single Depth Image at 100 FPS

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    There are increasing real-time live applications in virtual reality, where it plays an important role in capturing and retargetting 3D human pose. But it is still challenging to estimate accurate 3D pose from consumer imaging devices such as depth camera. This paper presents a novel cascaded 3D full-body pose regression method to estimate accurate pose from a single depth image at 100 fps. The key idea is to train cascaded regressors based on Gradient Boosting algorithm from pre-recorded human motion capture database. By incorporating hierarchical kinematics model of human pose into the learning procedure, we can directly estimate accurate 3D joint angles instead of joint positions. The biggest advantage of this model is that the bone length can be preserved during the whole 3D pose estimation procedure, which leads to more effective features and higher pose estimation accuracy. Our method can be used as an initialization procedure when combining with tracking methods. We demonstrate the power of our method on a wide range of synthesized human motion data from CMU mocap database, Human3.6M dataset and real human movements data captured in real time. In our comparison against previous 3D pose estimation methods and commercial system such as Kinect 2017, we achieve the state-of-the-art accuracy

    Multi-set canonical correlation analysis for 3D abnormal gait behaviour recognition based on virtual sample generation

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    Small sample dataset and two-dimensional (2D) approach are challenges to vision-based abnormal gait behaviour recognition (AGBR). The lack of three-dimensional (3D) structure of the human body causes 2D based methods to be limited in abnormal gait virtual sample generation (VSG). In this paper, 3D AGBR based on VSG and multi-set canonical correlation analysis (3D-AGRBMCCA) is proposed. First, the unstructured point cloud data of gait are obtained by using a structured light sensor. A 3D parametric body model is then deformed to fit the point cloud data, both in shape and posture. The features of point cloud data are then converted to a high-level structured representation of the body. The parametric body model is used for VSG based on the estimated body pose and shape data. Symmetry virtual samples, pose-perturbation virtual samples and various body-shape virtual samples with multi-views are generated to extend the training samples. The spatial-temporal features of the abnormal gait behaviour from different views, body pose and shape parameters are then extracted by convolutional neural network based Long Short-Term Memory model network. These are projected onto a uniform pattern space using deep learning based multi-set canonical correlation analysis. Experiments on four publicly available datasets show the proposed system performs well under various conditions

    HeadOn: Real-time Reenactment of Human Portrait Videos

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    We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at Siggraph'1

    Message-Passing Protocols for Real-World Parsing -- An Object-Oriented Model and its Preliminary Evaluation

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    We argue for a performance-based design of natural language grammars and their associated parsers in order to meet the constraints imposed by real-world NLP. Our approach incorporates declarative and procedural knowledge about language and language use within an object-oriented specification framework. We discuss several message-passing protocols for parsing and provide reasons for sacrificing completeness of the parse in favor of efficiency based on a preliminary empirical evaluation.Comment: 12 pages, uses epsfig.st

    3D Face tracking and gaze estimation using a monocular camera

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    Estimating a user’s gaze direction, one of the main novel user interaction technologies, will eventually be used for numerous applications where current methods are becoming less effective. In this paper, a new method is presented for estimating the gaze direction using Canonical Correlation Analysis (CCA), which finds a linear relationship between two datasets defining the face pose and the corresponding facial appearance changes. Afterwards, iris tracking is performed by blob detection using a 4-connected component labeling algorithm. Finally, a gaze vector is calculated based on gathered eye properties. Results obtained from datasets and real-time input confirm the robustness of this metho

    Speech-driven Animation with Meaningful Behaviors

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    Conversational agents (CAs) play an important role in human computer interaction. Creating believable movements for CAs is challenging, since the movements have to be meaningful and natural, reflecting the coupling between gestures and speech. Studies in the past have mainly relied on rule-based or data-driven approaches. Rule-based methods focus on creating meaningful behaviors conveying the underlying message, but the gestures cannot be easily synchronized with speech. Data-driven approaches, especially speech-driven models, can capture the relationship between speech and gestures. However, they create behaviors disregarding the meaning of the message. This study proposes to bridge the gap between these two approaches overcoming their limitations. The approach builds a dynamic Bayesian network (DBN), where a discrete variable is added to constrain the behaviors on the underlying constraint. The study implements and evaluates the approach with two constraints: discourse functions and prototypical behaviors. By constraining on the discourse functions (e.g., questions), the model learns the characteristic behaviors associated with a given discourse class learning the rules from the data. By constraining on prototypical behaviors (e.g., head nods), the approach can be embedded in a rule-based system as a behavior realizer creating trajectories that are timely synchronized with speech. The study proposes a DBN structure and a training approach that (1) models the cause-effect relationship between the constraint and the gestures, (2) initializes the state configuration models increasing the range of the generated behaviors, and (3) captures the differences in the behaviors across constraints by enforcing sparse transitions between shared and exclusive states per constraint. Objective and subjective evaluations demonstrate the benefits of the proposed approach over an unconstrained model.Comment: 13 pages, 12 figures, 5 table

    Two brains in action: joint-action coding in the primate frontal cortex

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    Daily life often requires the coordination of our actions with those of another partner. After sixty years (1968-2018) of behavioral neurophysiology of motor control, the neural mechanisms which allow such coordination in primates are unknown. We studied this issue by recording cell activity simultaneously from dorsal premotor cortex (PMd) of two male interacting monkeys trained to coordinate their hand forces to achieve a common goal. We found a population of 'joint-action cells' that discharged preferentially when monkeys cooperated in the task. This modulation was predictive in nature, since in most cells neural activity led in time the changes of the "own" and of the "other" behavior. These neurons encoded the joint-performance more accurately than 'canonical action-related cells', activated by the action per se, regardless of the individual vs. interactive context. A decoding of joint-action was obtained by combining the two brains activities, using cells with directional properties distinguished from those associated to the 'solo' behaviors. Action observation-related activity studied when one monkey observed the consequences of the partner's behavior, i.e. the cursor's motion on the screen, did not sharpen the accuracy of 'joint-action cells' representation, suggesting that it plays no major role in encoding joint-action. When monkeys performed with a non-interactive partner, such as a computer, 'joint-action cells' representation of the "other" (non-cooperative) behavior was significantly degraded. These findings provide evidence of how premotor neurons integrate the time-varying representation of the self-action with that of a co-actor, thus offering a neural substrate for successful visuo-motor coordination between individuals.SIGNIFICANT STATEMENTThe neural bases of inter-subject motor coordination were studied by recording cell activity simultaneously from the frontal cortex of two interacting monkeys, trained to coordinate their hand forces to achieve a common goal. We found a new class of cells, preferentially active when the monkeys cooperated, rather than when the same action was performed individually. These 'joint-action neurons' offered a neural representation of joint-behaviors by far more accurate than that provided by the canonical action-related cells, modulated by the action per se regardless of the individual/interactive context. A neural representation of joint-performance was obtained by combining the activity recorded from the two brains. Our findings offer the first evidence concerning neural mechanisms subtending interactive visuo-motor coordination between co-acting agents
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