2,605 research outputs found

    Support Vector Machines for Anatomical Joint Constraint Modelling

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    The accurate simulation of anatomical joint models is becoming increasingly important for both realistic animation and diagnostic medical applications. Recent models have exploited unit quaternions to eliminate singularities when modeling orientations between limbs at a joint. This has led to the development of quaternion based joint constraint validation and correction methods. In this paper a novel method for implicitly modeling unit quaternion joint constraints using Support Vector Machines (SVMs) is proposed which attempts to address the limitations of current constraint validation approaches. Initial results show that the resulting SVMs are capable of modeling regular spherical constraints on the rotation of the limb

    Human activity tracking from moving camera stereo data

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    We present a method for tracking human activity using observations from a moving narrow-baseline stereo camera. Range data are computed from the disparity between stereo image pairs. We propose a novel technique for calculating weighting scores from range data given body configuration hypotheses. We use a modified Annealed Particle Filter to recover the optimal tracking candidate from a low dimensional latent space computed from motion capture data and constrained by an activity model. We evaluate the method on synthetic data and on a walking sequence recorded using a moving hand-held stereo camera

    3D human pose estimation from depth maps using a deep combination of poses

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    Many real-world applications require the estimation of human body joints for higher-level tasks as, for example, human behaviour understanding. In recent years, depth sensors have become a popular approach to obtain three-dimensional information. The depth maps generated by these sensors provide information that can be employed to disambiguate the poses observed in two-dimensional images. This work addresses the problem of 3D human pose estimation from depth maps employing a Deep Learning approach. We propose a model, named Deep Depth Pose (DDP), which receives a depth map containing a person and a set of predefined 3D prototype poses and returns the 3D position of the body joints of the person. In particular, DDP is defined as a ConvNet that computes the specific weights needed to linearly combine the prototypes for the given input. We have thoroughly evaluated DDP on the challenging 'ITOP' and 'UBC3V' datasets, which respectively depict realistic and synthetic samples, defining a new state-of-the-art on them.Comment: Accepted for publication at "Journal of Visual Communication and Image Representation

    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

    Backing off: hierarchical decomposition of activity for 3D novel pose recovery

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    For model-based 3D human pose estimation, even simple models of the human body lead to high-dimensional state spaces. Where the class of activity is known a priori, low-dimensional activity models learned from training data make possible a thorough and efficient search for the best pose. Conversely, searching for solutions in the full state space places no restriction on the class of motion to be recovered, but is both difficult and expensive. This paper explores a potential middle ground between these approaches, using the hierarchical Gaussian process latent variable model to learn activity at different hierarchical scales within the human skeleton. We show that by training on full-body activity data then descending through the hierarchy in stages and exploring subtrees independently of one another, novel poses may be recovered. Experimental results on motion capture data and monocular video sequences demonstrate the utility of the approach, and comparisons are drawn with existing low-dimensional activity models. © 2009. The copyright of this document resides with its authors

    Backing off: hierarchical decomposition of activity for 3D novel pose recovery

    Get PDF
    For model-based 3D human pose estimation, even simple models of the human body lead to high-dimensional state spaces. Where the class of activity is known a priori, low-dimensional activity models learned from training data make possible a thorough and efficient search for the best pose. Conversely, searching for solutions in the full state space places no restriction on the class of motion to be recovered, but is both difficult and expensive. This paper explores a potential middle ground between these approaches, using the hierarchical Gaussian process latent variable model to learn activity at different hierarchical scales within the human skeleton. We show that by training on full-body activity data then descending through the hierarchy in stages and exploring subtrees independently of one another, novel poses may be recovered. Experimental results on motion capture data and monocular video sequences demonstrate the utility of the approach, and comparisons are drawn with existing low-dimensional activity models. © 2009. The copyright of this document resides with its authors
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