9,197 research outputs found

    Optical techniques for 3D surface reconstruction in computer-assisted laparoscopic surgery

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    One of the main challenges for computer-assisted surgery (CAS) is to determine the intra-opera- tive morphology and motion of soft-tissues. This information is prerequisite to the registration of multi-modal patient-specific data for enhancing the surgeon’s navigation capabilites by observ- ing beyond exposed tissue surfaces and for providing intelligent control of robotic-assisted in- struments. In minimally invasive surgery (MIS), optical techniques are an increasingly attractive approach for in vivo 3D reconstruction of the soft-tissue surface geometry. This paper reviews the state-of-the-art methods for optical intra-operative 3D reconstruction in laparoscopic surgery and discusses the technical challenges and future perspectives towards clinical translation. With the recent paradigm shift of surgical practice towards MIS and new developments in 3D opti- cal imaging, this is a timely discussion about technologies that could facilitate complex CAS procedures in dynamic and deformable anatomical regions

    LiveCap: Real-time Human Performance Capture from Monocular Video

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    We present the first real-time human performance capture approach that reconstructs dense, space-time coherent deforming geometry of entire humans in general everyday clothing from just a single RGB video. We propose a novel two-stage analysis-by-synthesis optimization whose formulation and implementation are designed for high performance. In the first stage, a skinned template model is jointly fitted to background subtracted input video, 2D and 3D skeleton joint positions found using a deep neural network, and a set of sparse facial landmark detections. In the second stage, dense non-rigid 3D deformations of skin and even loose apparel are captured based on a novel real-time capable algorithm for non-rigid tracking using dense photometric and silhouette constraints. Our novel energy formulation leverages automatically identified material regions on the template to model the differing non-rigid deformation behavior of skin and apparel. The two resulting non-linear optimization problems per-frame are solved with specially-tailored data-parallel Gauss-Newton solvers. In order to achieve real-time performance of over 25Hz, we design a pipelined parallel architecture using the CPU and two commodity GPUs. Our method is the first real-time monocular approach for full-body performance capture. Our method yields comparable accuracy with off-line performance capture techniques, while being orders of magnitude faster

    RGB-D datasets using microsoft kinect or similar sensors: a survey

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    RGB-D data has turned out to be a very useful representation of an indoor scene for solving fundamental computer vision problems. It takes the advantages of the color image that provides appearance information of an object and also the depth image that is immune to the variations in color, illumination, rotation angle and scale. With the invention of the low-cost Microsoft Kinect sensor, which was initially used for gaming and later became a popular device for computer vision, high quality RGB-D data can be acquired easily. In recent years, more and more RGB-D image/video datasets dedicated to various applications have become available, which are of great importance to benchmark the state-of-the-art. In this paper, we systematically survey popular RGB-D datasets for different applications including object recognition, scene classification, hand gesture recognition, 3D-simultaneous localization and mapping, and pose estimation. We provide the insights into the characteristics of each important dataset, and compare the popularity and the difficulty of those datasets. Overall, the main goal of this survey is to give a comprehensive description about the available RGB-D datasets and thus to guide researchers in the selection of suitable datasets for evaluating their algorithms

    Towards accurate multi-person pose estimation in the wild

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    In this thesis we are concerned with the problem of articulated human pose estimation and pose tracking in images and video sequences. Human pose estimation is a task of localising major joints of a human skeleton in natural images and is one of the most important visual recognition tasks in the scenes containing humans with numerous applications in robotics, virtual and augmented reality, gaming and healthcare among others. Articulated human pose tracking requires tracking multiple persons in the video sequence while simultaneously estimating full body poses. This task is important for analysing surveillance footage, activity recognition, sports analytics, etc. Most of the prior work focused on the pose estimation of single pre-localised humans whereas here we address a case with multiple people in real world images which entails several challenges such as person-person overlaps in highly crowded scenes, unknown number of people or people entering and leaving video sequences. The first contribution is a multi-person pose estimation algorithm based on the bottom-up detection-by-grouping paradigm. Unlike the widespread top-down approaches our method detects body joints and pairwise relations between them in a single forward pass of a convolutional neural network. Multi-person parsing is performed by optimizing a joint objective based on a multicut graph partitioning framework. Secondly, we extend our pose estimation approach to articulated multi-person pose tracking in videos. Our approach performs multi-target tracking and pose estimation in a holistic manner by optimising a single objective. We further simplify and refine the formulation which allows us to reach close to the real-time performance. Thirdly, we propose a large scale dataset and a benchmark for articulated multi-person tracking. It is the first dataset of video sequences comprising complex multi-person scenes and fully annotated tracks with 2D keypoints. Our fourth contribution is a method for estimating 3D body pose using on-body wearable cameras. Our approach uses a pair of downward facing, head-mounted cameras and captures an entire body. This egocentric approach is free of limitations of traditional setups with external cameras and can estimate body poses in very crowded environments. Our final contribution goes beyond human pose estimation and is in the field of deep learning of 3D object shapes. In particular, we address the case of reconstructing 3D objects from weak supervision. Our approach represents objects as 3D point clouds and is able to learn them with 2D supervision only and without requiring camera pose information at training time. We design a differentiable renderer of point clouds as well as a novel loss formulation for dealing with camera pose ambiguity.In dieser Arbeit behandeln wir das Problem der Schätzung und Verfolgung artikulierter menschlicher Posen in Bildern und Video-Sequenzen. Die Schätzung menschlicher Posen besteht darin die Hauptgelenke des menschlichen Skeletts in natürlichen Bildern zu lokalisieren und ist eine der wichtigsten Aufgaben der visuellen Erkennung in Szenen, die Menschen beinhalten. Sie hat zahlreiche Anwendungen in der Robotik, virtueller und erweiterter Realität, in Videospielen, in der Medizin und weiteren Bereichen. Die Verfolgung artikulierter menschlicher Posen erfordert die Verfolgung mehrerer Personen in einer Videosequenz bei gleichzeitiger Schätzung vollständiger Körperhaltungen. Diese Aufgabe ist besonders wichtig für die Analyse von Video-Überwachungsaufnahmen, Aktivitätenerkennung, digitale Sportanalyse etc. Die meisten vorherigen Arbeiten sind auf die Schätzung einzelner Posen vorlokalisierter Menschen fokussiert, wohingegen wir den Fall mehrerer Personen in natürlichen Aufnahmen betrachten. Dies bringt einige Herausforderungen mit sich, wie die Überlappung verschiedener Personen in dicht gedrängten Szenen, eine unbekannte Anzahl an Personen oder Personen die das Sichtfeld der Video-Sequenz verlassen oder betreten. Der erste Beitrag ist ein Algorithmus zur Schätzung der Posen mehrerer Personen, welcher auf dem Paradigma der Erkennung durch Gruppierung aufbaut. Im Gegensatz zu den verbreiteten Verfeinerungs-Ansätzen erkennt unsere Methode Körpergelenke and paarweise Beziehungen zwischen ihnen in einer einzelnen Vorwärtsrechnung eines faltenden neuronalen Netzwerkes. Die Gliederung in mehrere Personen erfolgt durch Optimierung einer gemeinsamen Zielfunktion, die auf dem Mehrfachschnitt-Problem in der Graphenzerlegung basiert. Zweitens erweitern wir unseren Ansatz zur Posen-Bestimmung auf das Verfolgen mehrerer Personen und deren Artikulation in Videos. Unser Ansatz führt eine Verfolgung mehrerer Ziele und die Schätzung der zugehörigen Posen in ganzheitlicher Weise durch, indem eine einzelne Zielfunktion optimiert wird. Desweiteren vereinfachen und verfeinern wir die Formulierung, was unsere Methode nah an Echtzeit-Leistung bringt. Drittens schlagen wir einen großen Datensatz und einen Bewertungsmaßstab für die Verfolgung mehrerer artikulierter Personen vor. Dies ist der erste Datensatz der Video-Sequenzen von komplexen Szenen mit mehreren Personen beinhaltet und deren Spuren komplett mit zwei-dimensionalen Markierungen der Schlüsselpunkte versehen sind. Unser vierter Beitrag ist eine Methode zur Schätzung von drei-dimensionalen Körperhaltungen mittels am Körper tragbarer Kameras. Unser Ansatz verwendet ein Paar nach unten gerichteter, am Kopf befestigter Kameras und erfasst den gesamten Körper. Dieser egozentrische Ansatz ist frei von jeglichen Limitierungen traditioneller Konfigurationen mit externen Kameras und kann Körperhaltungen in sehr dicht gedrängten Umgebungen bestimmen. Unser letzter Beitrag geht über die Schätzung menschlicher Posen hinaus in den Bereich des tiefen Lernens der Gestalt von drei-dimensionalen Objekten. Insbesondere befassen wir uns mit dem Fall drei-dimensionale Objekte unter schwacher Überwachung zu rekonstruieren. Unser Ansatz repräsentiert Objekte als drei-dimensionale Punktwolken and ist im Stande diese nur mittels zwei-dimensionaler Überwachung und ohne Informationen über die Kamera-Ausrichtung zur Trainingszeit zu lernen. Wir entwerfen einen differenzierbaren Renderer für Punktwolken sowie eine neue Formulierung um mit uneindeutigen Kamera-Ausrichtungen umzugehen

    3D Face Modelling, Analysis and Synthesis

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    Human faces have always been of a special interest to researchers in the computer vision and graphics areas. There has been an explosion in the number of studies around accurately modelling, analysing and synthesising realistic faces for various applications. The importance of human faces emerges from the fact that they are invaluable means of effective communication, recognition, behaviour analysis, conveying emotions, etc. Therefore, addressing the automatic visual perception of human faces efficiently could open up many influential applications in various domains, e.g. virtual/augmented reality, computer-aided surgeries, security and surveillance, entertainment, and many more. However, the vast variability associated with the geometry and appearance of human faces captured in unconstrained videos and images renders their automatic analysis and understanding very challenging even today. The primary objective of this thesis is to develop novel methodologies of 3D computer vision for human faces that go beyond the state of the art and achieve unprecedented quality and robustness. In more detail, this thesis advances the state of the art in 3D facial shape reconstruction and tracking, fine-grained 3D facial motion estimation, expression recognition and facial synthesis with the aid of 3D face modelling. We give a special attention to the case where the input comes from monocular imagery data captured under uncontrolled settings, a.k.a. \textit{in-the-wild} data. This kind of data are available in abundance nowadays on the internet. Analysing these data pushes the boundaries of currently available computer vision algorithms and opens up many new crucial applications in the industry. We define the four targeted vision problems (3D facial reconstruction &\& tracking, fine-grained 3D facial motion estimation, expression recognition, facial synthesis) in this thesis as the four 3D-based essential systems for the automatic facial behaviour understanding and show how they rely on each other. Finally, to aid the research conducted in this thesis, we collect and annotate a large-scale videos dataset of monocular facial performances. All of our proposed methods demonstarte very promising quantitative and qualitative results when compared to the state-of-the-art methods
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