79,058 research outputs found

    VNect: Real-time 3D Human Pose Estimation with a Single RGB Camera

    Full text link
    We present the first real-time method to capture the full global 3D skeletal pose of a human in a stable, temporally consistent manner using a single RGB camera. Our method combines a new convolutional neural network (CNN) based pose regressor with kinematic skeleton fitting. Our novel fully-convolutional pose formulation regresses 2D and 3D joint positions jointly in real time and does not require tightly cropped input frames. A real-time kinematic skeleton fitting method uses the CNN output to yield temporally stable 3D global pose reconstructions on the basis of a coherent kinematic skeleton. This makes our approach the first monocular RGB method usable in real-time applications such as 3D character control---thus far, the only monocular methods for such applications employed specialized RGB-D cameras. Our method's accuracy is quantitatively on par with the best offline 3D monocular RGB pose estimation methods. Our results are qualitatively comparable to, and sometimes better than, results from monocular RGB-D approaches, such as the Kinect. However, we show that our approach is more broadly applicable than RGB-D solutions, i.e. it works for outdoor scenes, community videos, and low quality commodity RGB cameras.Comment: Accepted to SIGGRAPH 201

    Online Discrimination of Nonlinear Dynamics with Switching Differential Equations

    Full text link
    How to recognise whether an observed person walks or runs? We consider a dynamic environment where observations (e.g. the posture of a person) are caused by different dynamic processes (walking or running) which are active one at a time and which may transition from one to another at any time. For this setup, switching dynamic models have been suggested previously, mostly, for linear and nonlinear dynamics in discrete time. Motivated by basic principles of computations in the brain (dynamic, internal models) we suggest a model for switching nonlinear differential equations. The switching process in the model is implemented by a Hopfield network and we use parametric dynamic movement primitives to represent arbitrary rhythmic motions. The model generates observed dynamics by linearly interpolating the primitives weighted by the switching variables and it is constructed such that standard filtering algorithms can be applied. In two experiments with synthetic planar motion and a human motion capture data set we show that inference with the unscented Kalman filter can successfully discriminate several dynamic processes online

    RLFC: Random Access Light Field Compression using Key Views and Bounded Integer Encoding

    Full text link
    We present a new hierarchical compression scheme for encoding light field images (LFI) that is suitable for interactive rendering. Our method (RLFC) exploits redundancies in the light field images by constructing a tree structure. The top level (root) of the tree captures the common high-level details across the LFI, and other levels (children) of the tree capture specific low-level details of the LFI. Our decompressing algorithm corresponds to tree traversal operations and gathers the values stored at different levels of the tree. Furthermore, we use bounded integer sequence encoding which provides random access and fast hardware decoding for compressing the blocks of children of the tree. We have evaluated our method for 4D two-plane parameterized light fields. The compression rates vary from 0.08 - 2.5 bits per pixel (bpp), resulting in compression ratios of around 200:1 to 20:1 for a PSNR quality of 40 to 50 dB. The decompression times for decoding the blocks of LFI are 1 - 3 microseconds per channel on an NVIDIA GTX-960 and we can render new views with a resolution of 512X512 at 200 fps. Our overall scheme is simple to implement and involves only bit manipulations and integer arithmetic operations.Comment: Accepted for publication at Symposium on Interactive 3D Graphics and Games (I3D '19
    • …
    corecore