4,570 research outputs found

    Combining local-physical and global-statistical models for sequential deformable shape from motion

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    The final publication is available at link.springer.comIn this paper, we simultaneously estimate camera pose and non-rigid 3D shape from a monocular video, using a sequential solution that combines local and global representations. We model the object as an ensemble of particles, each ruled by the linear equation of the Newton's second law of motion. This dynamic model is incorporated into a bundle adjustment framework, in combination with simple regularization components that ensure temporal and spatial consistency. The resulting approach allows to sequentially estimate shape and camera poses, while progressively learning a global low-rank model of the shape that is fed back into the optimization scheme, introducing thus, global constraints. The overall combination of local (physical) and global (statistical) constraints yields a solution that is both efficient and robust to several artifacts such as noisy and missing data or sudden camera motions, without requiring any training data at all. Validation is done in a variety of real application domains, including articulated and non-rigid motion, both for continuous and discontinuous shapes. Our on-line methodology yields significantly more accurate reconstructions than competing sequential approaches, being even comparable to the more computationally demanding batch methods.Peer ReviewedPostprint (author's final draft

    Shape basis interpretation for monocular deformable 3D reconstruction

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.In this paper, we propose a novel interpretable shape model to encode object non-rigidity. We first use the initial frames of a monocular video to recover a rest shape, used later to compute a dissimilarity measure based on a distance matrix measurement. Spectral analysis is then applied to this matrix to obtain a reduced shape basis, that in contrast to existing approaches, can be physically interpreted. In turn, these pre-computed shape bases are used to linearly span the deformation of a wide variety of objects. We introduce the low-rank basis into a sequential approach to recover both camera motion and non-rigid shape from the monocular video, by simply optimizing the weights of the linear combination using bundle adjustment. Since the number of parameters to optimize per frame is relatively small, specially when physical priors are considered, our approach is fast and can potentially run in real time. Validation is done in a wide variety of real-world objects, undergoing both inextensible and extensible deformations. Our approach achieves remarkable robustness to artifacts such as noisy and missing measurements and shows an improved performance to competing methods.Peer ReviewedPostprint (author's final draft

    Real-time 3D reconstruction of non-rigid shapes with a single moving camera

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    © . This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/This paper describes a real-time sequential method to simultaneously recover the camera motion and the 3D shape of deformable objects from a calibrated monocular video. For this purpose, we consider the Navier-Cauchy equations used in 3D linear elasticity and solved by finite elements, to model the time-varying shape per frame. These equations are embedded in an extended Kalman filter, resulting in sequential Bayesian estimation approach. We represent the shape, with unknown material properties, as a combination of elastic elements whose nodal points correspond to salient points in the image. The global rigidity of the shape is encoded by a stiffness matrix, computed after assembling each of these elements. With this piecewise model, we can linearly relate the 3D displacements with the 3D acting forces that cause the object deformation, assumed to be normally distributed. While standard finite-element-method techniques require imposing boundary conditions to solve the resulting linear system, in this work we eliminate this requirement by modeling the compliance matrix with a generalized pseudoinverse that enforces a pre-fixed rank. Our framework also ensures surface continuity without the need for a post-processing step to stitch all the piecewise reconstructions into a global smooth shape. We present experimental results using both synthetic and real videos for different scenarios ranging from isometric to elastic deformations. We also show the consistency of the estimation with respect to 3D ground truth data, include several experiments assessing robustness against artifacts and finally, provide an experimental validation of our performance in real time at frame rate for small mapsPeer ReviewedPostprint (author's final draft

    Image collection pop-up: 3D reconstruction and clustering of rigid and non-rigid categories

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    © 20xx IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.This paper introduces an approach to simultaneously estimate 3D shape, camera pose, and object and type of deformation clustering, from partial 2D annotations in a multi-instance collection of images. Furthermore, we can indistinctly process rigid and non-rigid categories. This advances existing work, which only addresses the problem for one single object or, if multiple objects are considered, they are assumed to be clustered a priori. To handle this broader version of the problem, we model object deformation using a formulation based on multiple unions of subspaces, able to span from small rigid motion to complex deformations. The parameters of this model are learned via Augmented Lagrange Multipliers, in a completely unsupervised manner that does not require any training data at all. Extensive validation is provided in a wide variety of synthetic and real scenarios, including rigid and non-rigid categories with small and large deformations. In all cases our approach outperforms state-of-the-art in terms of 3D reconstruction accuracy, while also providing clustering results that allow segmenting the images into object instances and their associated type of deformation (or action the object is performing).Postprint (author's final draft

    Force-based representation for non-rigid shape and elastic model estimation

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    © 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.IEEE This paper addresses the problem of simultaneously recovering 3D shape, pose and the elastic model of a deformable object from only 2D point tracks in a monocular video. This is a severely under-constrained problem that has been typically addressed by enforcing the shape or the point trajectories to lie on low-rank dimensional spaces. We show that formulating the problem in terms of a low-rank force space that induces the deformation and introducing the elastic model as an additional unknown, allows for a better physical interpretation of the resulting priors and a more accurate representation of the actual object's behavior. In order to simultaneously estimate force, pose, and the elastic model of the object we use an expectation maximization strategy, where each of these parameters are successively learned by partial M-steps. Once the elastic model is learned, it can be transfered to similar objects to code its 3D deformation. Moreover, our approach can robustly deal with missing data, and encode both rigid and non-rigid points under the same formalism. We thoroughly validate the approach on Mocap and real sequences, showing more accurate 3D reconstructions than state-of-the-art, and additionally providing an estimate of the full elastic model with no a priori information.Peer ReviewedPostprint (author's final draft

    Facial feature point fitting with combined color and depth information for interactive displays

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    Interactive displays are driven by natural interaction with the user, necessitating a computer system that recognizes body gestures and facial expressions. User inputs are not easily or reliably recognized for a satisfying user experience, as the complexities of human communication are difficult to interpret in real-time. Recognizing facial expressions in particular is a problem that requires high-accuracy and efficiency for stable interaction environments. The recent availability of the Kinect, a low cost, low resolution sensor that supplies simultaneous color and depth images, provides a breakthrough opportunity to enhance the interactive capabilities of displays and overall user experience. This new RGBD (RGB + depth) sensor generates an additional channel of depth information that can be used to improve the performance of existing state of the art technology and develop new techniques. The Active Shape Model (ASM) is a well-known deformable model that has been extensively studied for facial feature point placement. Previous shape model techniques have applied 3D reconstruction techniques using multiple cameras or other statistical methods for producing 3D information from 2D color images. These methods showed improved results compared to using only color data, but required an additional deformable model or expensive imaging equipment. In this thesis, an ASM model is trained using the RGBD image produced by the Kinect. The real-time information from the depth sensor is registered to the color image to create a pixel-for-pixel match. To improve the quality of the depth image, a temporal median filter is applied to reduce random noise produced by the sensor. The resulting combined model is designed to produce more robust fitting of facial feature points compared to a purely color based active shape model
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