1,206 research outputs found

    Estimating position & velocity in 3D space from monocular video sequences using a deep neural network

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    This work describes a regression model based on Convolutional Neural Networks (CNN) and Long-Short Term Memory (LSTM) networks for tracking objects from monocular video sequences. The target application being pursued is Vision-Based Sensor Substitution (VBSS). In particular, the tool-tip position and velocity in 3D space of a pair of surgical robotic instruments (SRI) are estimated for three surgical tasks, namely suturing, needle-passing and knot-tying. The CNN extracts features from individual video frames and the LSTM network processes these features over time and continuously outputs a 12-dimensional vector with the estimated position and velocity values. A series of analyses and experiments are carried out in the regression model to reveal the benefits and drawbacks of different design choices. First, the impact of the loss function is investigated by adequately weighing the Root Mean Squared Error (RMSE) and Gradient Difference Loss (GDL), using the VGG16 neural network for feature extraction. Second, this analysis is extended to a Residual Neural Network designed for feature extraction, which has fewer parameters than the VGG16 model, resulting in a reduction of ~96.44 % in the neural network size. Third, the impact of the number of time steps used to model the temporal information processed by the LSTM network is investigated. Finally, the capability of the regression model to generalize to the data related to "unseen" surgical tasks (unavailable in the training set) is evaluated. The aforesaid analyses are experimentally validated on the public dataset JIGSAWS. These analyses provide some guidelines for the design of a regression model in the context of VBSS, specifically when the objective is to estimate a set of 1D time series signals from video sequences.Peer ReviewedPostprint (author's final draft

    Capture, Learning, and Synthesis of 3D Speaking Styles

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    Audio-driven 3D facial animation has been widely explored, but achieving realistic, human-like performance is still unsolved. This is due to the lack of available 3D datasets, models, and standard evaluation metrics. To address this, we introduce a unique 4D face dataset with about 29 minutes of 4D scans captured at 60 fps and synchronized audio from 12 speakers. We then train a neural network on our dataset that factors identity from facial motion. The learned model, VOCA (Voice Operated Character Animation) takes any speech signal as input - even speech in languages other than English - and realistically animates a wide range of adult faces. Conditioning on subject labels during training allows the model to learn a variety of realistic speaking styles. VOCA also provides animator controls to alter speaking style, identity-dependent facial shape, and pose (i.e. head, jaw, and eyeball rotations) during animation. To our knowledge, VOCA is the only realistic 3D facial animation model that is readily applicable to unseen subjects without retargeting. This makes VOCA suitable for tasks like in-game video, virtual reality avatars, or any scenario in which the speaker, speech, or language is not known in advance. We make the dataset and model available for research purposes at http://voca.is.tue.mpg.de.Comment: To appear in CVPR 201

    GANerated Hands for Real-time 3D Hand Tracking from Monocular RGB

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    We address the highly challenging problem of real-time 3D hand tracking based on a monocular RGB-only sequence. Our tracking method combines a convolutional neural network with a kinematic 3D hand model, such that it generalizes well to unseen data, is robust to occlusions and varying camera viewpoints, and leads to anatomically plausible as well as temporally smooth hand motions. For training our CNN we propose a novel approach for the synthetic generation of training data that is based on a geometrically consistent image-to-image translation network. To be more specific, we use a neural network that translates synthetic images to "real" images, such that the so-generated images follow the same statistical distribution as real-world hand images. For training this translation network we combine an adversarial loss and a cycle-consistency loss with a geometric consistency loss in order to preserve geometric properties (such as hand pose) during translation. We demonstrate that our hand tracking system outperforms the current state-of-the-art on challenging RGB-only footage

    Neural Monocular {3D} Human Motion Capture with Physical Awareness

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