1,193 research outputs found
Differentiable Multi-Granularity Human Representation Learning for Instance-Aware Human Semantic Parsing
To address the challenging task of instance-aware human part parsing, a new
bottom-up regime is proposed to learn category-level human semantic
segmentation as well as multi-person pose estimation in a joint and end-to-end
manner. It is a compact, efficient and powerful framework that exploits
structural information over different human granularities and eases the
difficulty of person partitioning. Specifically, a dense-to-sparse projection
field, which allows explicitly associating dense human semantics with sparse
keypoints, is learnt and progressively improved over the network feature
pyramid for robustness. Then, the difficult pixel grouping problem is cast as
an easier, multi-person joint assembling task. By formulating joint association
as maximum-weight bipartite matching, a differentiable solution is developed to
exploit projected gradient descent and Dykstra's cyclic projection algorithm.
This makes our method end-to-end trainable and allows back-propagating the
grouping error to directly supervise multi-granularity human representation
learning. This is distinguished from current bottom-up human parsers or pose
estimators which require sophisticated post-processing or heuristic greedy
algorithms. Experiments on three instance-aware human parsing datasets show
that our model outperforms other bottom-up alternatives with much more
efficient inference.Comment: CVPR 2021 (Oral). Code: https://github.com/tfzhou/MG-HumanParsin
AdaptivePose++: A Powerful Single-Stage Network for Multi-Person Pose Regression
Multi-person pose estimation generally follows top-down and bottom-up
paradigms. Both of them use an extra stage ( human
detection in top-down paradigm or grouping process in bottom-up paradigm) to
build the relationship between the human instance and corresponding keypoints,
thus leading to the high computation cost and redundant two-stage pipeline. To
address the above issue, we propose to represent the human parts as adaptive
points and introduce a fine-grained body representation method. The novel body
representation is able to sufficiently encode the diverse pose information and
effectively model the relationship between the human instance and corresponding
keypoints in a single-forward pass. With the proposed body representation, we
further deliver a compact single-stage multi-person pose regression network,
termed as AdaptivePose. During inference, our proposed network only needs a
single-step decode operation to form the multi-person pose without complex
post-processes and refinements. We employ AdaptivePose for both 2D/3D
multi-person pose estimation tasks to verify the effectiveness of AdaptivePose.
Without any bells and whistles, we achieve the most competitive performance on
MS COCO and CrowdPose in terms of accuracy and speed. Furthermore, the
outstanding performance on MuCo-3DHP and MuPoTS-3D further demonstrates the
effectiveness and generalizability on 3D scenes. Code is available at
https://github.com/buptxyb666/AdaptivePose.Comment: Submit to IEEE TCSVT; 11 pages. arXiv admin note: text overlap with
arXiv:2112.1363
Towards accurate multi-person pose estimation in the wild
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
Recurrent Pixel Embedding for Instance Grouping
We introduce a differentiable, end-to-end trainable framework for solving
pixel-level grouping problems such as instance segmentation consisting of two
novel components. First, we regress pixels into a hyper-spherical embedding
space so that pixels from the same group have high cosine similarity while
those from different groups have similarity below a specified margin. We
analyze the choice of embedding dimension and margin, relating them to
theoretical results on the problem of distributing points uniformly on the
sphere. Second, to group instances, we utilize a variant of mean-shift
clustering, implemented as a recurrent neural network parameterized by kernel
bandwidth. This recurrent grouping module is differentiable, enjoys convergent
dynamics and probabilistic interpretability. Backpropagating the group-weighted
loss through this module allows learning to focus on only correcting embedding
errors that won't be resolved during subsequent clustering. Our framework,
while conceptually simple and theoretically abundant, is also practically
effective and computationally efficient. We demonstrate substantial
improvements over state-of-the-art instance segmentation for object proposal
generation, as well as demonstrating the benefits of grouping loss for
classification tasks such as boundary detection and semantic segmentation
Deep Learning-Based Human Pose Estimation: A Survey
Human pose estimation aims to locate the human body parts and build human
body representation (e.g., body skeleton) from input data such as images and
videos. It has drawn increasing attention during the past decade and has been
utilized in a wide range of applications including human-computer interaction,
motion analysis, augmented reality, and virtual reality. Although the recently
developed deep learning-based solutions have achieved high performance in human
pose estimation, there still remain challenges due to insufficient training
data, depth ambiguities, and occlusion. The goal of this survey paper is to
provide a comprehensive review of recent deep learning-based solutions for both
2D and 3D pose estimation via a systematic analysis and comparison of these
solutions based on their input data and inference procedures. More than 240
research papers since 2014 are covered in this survey. Furthermore, 2D and 3D
human pose estimation datasets and evaluation metrics are included.
Quantitative performance comparisons of the reviewed methods on popular
datasets are summarized and discussed. Finally, the challenges involved,
applications, and future research directions are concluded. We also provide a
regularly updated project page: \url{https://github.com/zczcwh/DL-HPE
Learning to Estimate Robust 3D Human Mesh from In-the-Wild Crowded Scenes
We consider the problem of recovering a single person's 3D human mesh from
in-the-wild crowded scenes. While much progress has been in 3D human mesh
estimation, existing methods struggle when test input has crowded scenes. The
first reason for the failure is a domain gap between training and testing data.
A motion capture dataset, which provides accurate 3D labels for training, lacks
crowd data and impedes a network from learning crowded scene-robust image
features of a target person. The second reason is a feature processing that
spatially averages the feature map of a localized bounding box containing
multiple people. Averaging the whole feature map makes a target person's
feature indistinguishable from others. We present 3DCrowdNet that firstly
explicitly targets in-the-wild crowded scenes and estimates a robust 3D human
mesh by addressing the above issues. First, we leverage 2D human pose
estimation that does not require a motion capture dataset with 3D labels for
training and does not suffer from the domain gap. Second, we propose a
joint-based regressor that distinguishes a target person's feature from others.
Our joint-based regressor preserves the spatial activation of a target by
sampling features from the target's joint locations and regresses human model
parameters. As a result, 3DCrowdNet learns target-focused features and
effectively excludes the irrelevant features of nearby persons. We conduct
experiments on various benchmarks and prove the robustness of 3DCrowdNet to the
in-the-wild crowded scenes both quantitatively and qualitatively. The code is
available at https://github.com/hongsukchoi/3DCrowdNet_RELEASE.Comment: Accepted to CVPR 2022, 16 pages including the supplementary materia
Learning to Dress {3D} People in Generative Clothing
Three-dimensional human body models are widely used in the analysis of human
pose and motion. Existing models, however, are learned from minimally-clothed
3D scans and thus do not generalize to the complexity of dressed people in
common images and videos. Additionally, current models lack the expressive
power needed to represent the complex non-linear geometry of pose-dependent
clothing shapes. To address this, we learn a generative 3D mesh model of
clothed people from 3D scans with varying pose and clothing. Specifically, we
train a conditional Mesh-VAE-GAN to learn the clothing deformation from the
SMPL body model, making clothing an additional term in SMPL. Our model is
conditioned on both pose and clothing type, giving the ability to draw samples
of clothing to dress different body shapes in a variety of styles and poses. To
preserve wrinkle detail, our Mesh-VAE-GAN extends patchwise discriminators to
3D meshes. Our model, named CAPE, represents global shape and fine local
structure, effectively extending the SMPL body model to clothing. To our
knowledge, this is the first generative model that directly dresses 3D human
body meshes and generalizes to different poses. The model, code and data are
available for research purposes at https://cape.is.tue.mpg.de.Comment: CVPR-2020 camera ready. Code and data are available at
https://cape.is.tue.mpg.d
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