684 research outputs found

    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

    Wing and body motion during flight initiation in Drosophila revealed by automated visual tracking

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    The fruit fly Drosophila melanogaster is a widely used model organism in studies of genetics, developmental biology and biomechanics. One limitation for exploiting Drosophila as a model system for behavioral neurobiology is that measuring body kinematics during behavior is labor intensive and subjective. In order to quantify flight kinematics during different types of maneuvers, we have developed a visual tracking system that estimates the posture of the fly from multiple calibrated cameras. An accurate geometric fly model is designed using unit quaternions to capture complex body and wing rotations, which are automatically fitted to the images in each time frame. Our approach works across a range of flight behaviors, while also being robust to common environmental clutter. The tracking system is used in this paper to compare wing and body motion during both voluntary and escape take-offs. Using our automated algorithms, we are able to measure stroke amplitude, geometric angle of attack and other parameters important to a mechanistic understanding of flapping flight. When compared with manual tracking methods, the algorithm estimates body position within 4.4±1.3% of the body length, while body orientation is measured within 6.5±1.9 deg. (roll), 3.2±1.3 deg. (pitch) and 3.4±1.6 deg. (yaw) on average across six videos. Similarly, stroke amplitude and deviation are estimated within 3.3 deg. and 2.1 deg., while angle of attack is typically measured within 8.8 deg. comparing against a human digitizer. Using our automated tracker, we analyzed a total of eight voluntary and two escape take-offs. These sequences show that Drosophila melanogaster do not utilize clap and fling during take-off and are able to modify their wing kinematics from one wingstroke to the next. Our approach should enable biomechanists and ethologists to process much larger datasets than possible at present and, therefore, accelerate insight into the mechanisms of free-flight maneuvers of flying insects

    IMPROVING EFFICIENCY AND SCALABILITY IN VISUAL SURVEILLANCE APPLICATIONS

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    We present four contributions to visual surveillance: (a) an action recognition method based on the characteristics of human motion in image space; (b) a study of the strengths of five regression techniques for monocular pose estimation that highlights the advantages of kernel PLS; (c) a learning-based method for detecting objects carried by humans requiring minimal annotation; (d) an interactive video segmentation system that reduces supervision by using occlusion and long term spatio-temporal structure information. We propose a representation for human actions that is based solely on motion information and that leverages the characteristics of human movement in the image space. The representation is best suited to visual surveillance settings in which the actions of interest are highly constrained, but also works on more general problems if the actions are ballistic in nature. Our computationally efficient representation achieves good recognition performance on both a commonly used action recognition dataset and on a dataset we collected to simulate a checkout counter. We study discriminative methods for 3D human pose estimation from single images, which build a map from image features to pose. The main difficulty with these methods is the insufficiency of training data due to the high dimensionality of the pose space. However, real datasets can be augmented with data from character animation software, so the scalability of existing approaches becomes important. We argue that Kernel Partial Least Squares approximates Gaussian Process regression robustly, enabling the use of larger datasets, and we show in experiments that kPLS outperforms two state-of-the-art methods based on GP. The high variability in the appearance of carried objects suggests using their relation to the human silhouette to detect them. We adopt a generate-and-test approach that produces candidate regions from protrusion, color contrast and occlusion boundary cues and then filters them with a kernel SVM classifier on context features. Our method exceeds state of the art accuracy and has good generalization capability. We also propose a Multiple Instance Learning framework for the classifier that reduces annotation effort by two orders of magnitude while maintaining comparable accuracy. Finally, we present an interactive video segmentation system that trades off a small amount of segmentation quality for significantly less supervision than necessary in systems in the literature. While applications like video editing could not directly use the output of our system, reasoning about the trajectories of objects in a scene or learning coarse appearance models is still possible. The unsupervised segmentation component at the base of our system effectively employs occlusion boundary cues and achieves competitive results on an unsupervised segmentation dataset. On videos used to evaluate interactive methods, our system requires less interaction time than others, does not rely on appearance information and can extract multiple objects at the same time

    Multimodal Classification of Parkinson's Disease in Home Environments with Resiliency to Missing Modalities

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    Parkinson’s disease (PD) is a chronic neurodegenerative condition that affects a patient’s everyday life. Authors have proposed that a machine learning and sensor-based approach that continuously monitors patients in naturalistic settings can provide constant evaluation of PD and objectively analyse its progression. In this paper, we make progress toward such PD evaluation by presenting a multimodal deep learning approach for discriminating between people with PD and without PD. Specifically, our proposed architecture, named MCPD-Net, uses two data modalities, acquired from vision and accelerometer sensors in a home environment to train variational autoencoder (VAE) models. These are modality-specific VAEs that predict effective representations of human movements to be fused and given to a classification module. During our end-to-end training, we minimise the difference between the latent spaces corresponding to the two data modalities. This makes our method capable of dealing with missing modalities during inference. We show that our proposed multimodal method outperforms unimodal and other multimodal approaches by an average increase in F1-score of 0.25 and 0.09, respectively, on a data set with real patients. We also show that our method still outperforms other approaches by an average increase in F1-score of 0.17 when a modality is missing during inference, demonstrating the benefit of training on multiple modalities

    HeadOn: Real-time Reenactment of Human Portrait Videos

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    We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at Siggraph'1

    Satellite Articulation Sensing using Computer Vision

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    Autonomous on-orbit satellite servicing benefits from an inspector satellite that can gain as much information as possible about the primary satellite. This includes performance of articulated objects such as solar arrays, antennas, and sensors. A method for building an articulated model from monocular imagery using tracked feature points and the known relative inspection route is developed. Two methods are also developed for tracking the articulation of a satellite in real-time given an articulated model using both tracked feature points and image silhouettes. Performance is evaluated for multiple inspection routes and the effect of inspection route noise is assessed. Additionally, a satellite model is built and used to collect stop-motion images simulating articulated motion over an inspection route under simulated space illumination. The images are used in the silhouette articulation tracking method and successful tracking is demonstrated qualitatively. Finally, a human pose tracking algorithm is modified for tracking the satellite articulation demonstrating the applicability of human tracking methods to satellite articulation tracking methods when an articulated model is available

    Real-time human performance capture and synthesis

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    Most of the images one finds in the media, such as on the Internet or in textbooks and magazines, contain humans as the main point of attention. Thus, there is an inherent necessity for industry, society, and private persons to be able to thoroughly analyze and synthesize the human-related content in these images. One aspect of this analysis and subject of this thesis is to infer the 3D pose and surface deformation, using only visual information, which is also known as human performance capture. Human performance capture enables the tracking of virtual characters from real-world observations, and this is key for visual effects, games, VR, and AR, to name just a few application areas. However, traditional capture methods usually rely on expensive multi-view (marker-based) systems that are prohibitively expensive for the vast majority of people, or they use depth sensors, which are still not as common as single color cameras. Recently, some approaches have attempted to solve the task by assuming only a single RGB image is given. Nonetheless, they can either not track the dense deforming geometry of the human, such as the clothing layers, or they are far from real time, which is indispensable for many applications. To overcome these shortcomings, this thesis proposes two monocular human performance capture methods, which for the first time allow the real-time capture of the dense deforming geometry as well as an unseen 3D accuracy for pose and surface deformations. At the technical core, this work introduces novel GPU-based and data-parallel optimization strategies in conjunction with other algorithmic design choices that are all geared towards real-time performance at high accuracy. Moreover, this thesis presents a new weakly supervised multiview training strategy combined with a fully differentiable character representation that shows superior 3D accuracy. However, there is more to human-related Computer Vision than only the analysis of people in images. It is equally important to synthesize new images of humans in unseen poses and also from camera viewpoints that have not been observed in the real world. Such tools are essential for the movie industry because they, for example, allow the synthesis of photo-realistic virtual worlds with real-looking humans or of contents that are too dangerous for actors to perform on set. But also video conferencing and telepresence applications can benefit from photo-real 3D characters, as they can enhance the immersive experience of these applications. Here, the traditional Computer Graphics pipeline for rendering photo-realistic images involves many tedious and time-consuming steps that require expert knowledge and are far from real time. Traditional rendering involves character rigging and skinning, the modeling of the surface appearance properties, and physically based ray tracing. Recent learning-based methods attempt to simplify the traditional rendering pipeline and instead learn the rendering function from data resulting in methods that are easier accessible to non-experts. However, most of them model the synthesis task entirely in image space such that 3D consistency cannot be achieved, and/or they fail to model motion- and view-dependent appearance effects. To this end, this thesis presents a method and ongoing work on character synthesis, which allow the synthesis of controllable photoreal characters that achieve motion- and view-dependent appearance effects as well as 3D consistency and which run in real time. This is technically achieved by a novel coarse-to-fine geometric character representation for efficient synthesis, which can be solely supervised on multi-view imagery. Furthermore, this work shows how such a geometric representation can be combined with an implicit surface representation to boost synthesis and geometric quality.In den meisten Bildern in den heutigen Medien, wie dem Internet, Büchern und Magazinen, ist der Mensch das zentrale Objekt der Bildkomposition. Daher besteht eine inhärente Notwendigkeit für die Industrie, die Gesellschaft und auch für Privatpersonen, die auf den Mensch fokussierten Eigenschaften in den Bildern detailliert analysieren und auch synthetisieren zu können. Ein Teilaspekt der Anaylse von menschlichen Bilddaten und damit Bestandteil der Thesis ist das Rekonstruieren der 3D-Skelett-Pose und der Oberflächendeformation des Menschen anhand von visuellen Informationen, was fachsprachlich auch als Human Performance Capture bezeichnet wird. Solche Rekonstruktionsverfahren ermöglichen das Tracking von virtuellen Charakteren anhand von Beobachtungen in der echten Welt, was unabdingbar ist für Applikationen im Bereich der visuellen Effekte, Virtual und Augmented Reality, um nur einige Applikationsfelder zu nennen. Nichtsdestotrotz basieren traditionelle Tracking-Methoden auf teuren (markerbasierten) Multi-Kamera Systemen, welche für die Mehrheit der Bevölkerung nicht erschwinglich sind oder auf Tiefenkameras, die noch immer nicht so gebräuchlich sind wie herkömmliche Farbkameras. In den letzten Jahren gab es daher erste Methoden, die versuchen, das Tracking-Problem nur mit Hilfe einer Farbkamera zu lösen. Allerdings können diese entweder die Kleidung der Person im Bild nicht tracken oder die Methoden benötigen zu viel Rechenzeit, als dass sie in realen Applikationen genutzt werden könnten. Um diese Probleme zu lösen, stellt die Thesis zwei monokulare Human Performance Capture Methoden vor, die zum ersten Mal eine Echtzeit-Rechenleistung erreichen sowie im Vergleich zu vorherigen Arbeiten die Genauigkeit von Pose und Oberfläche in 3D weiter verbessern. Der Kern der Methoden beinhaltet eine neuartige GPU-basierte und datenparallelisierte Optimierungsstrategie, die im Zusammenspiel mit anderen algorithmischen Designentscheidungen akkurate Ergebnisse erzeugt und dabei eine Echtzeit-Laufzeit ermöglicht. Daneben wird eine neue, differenzierbare und schwach beaufsichtigte, Multi-Kamera basierte Trainingsstrategie in Kombination mit einem komplett differenzierbaren Charaktermodell vorgestellt, welches ungesehene 3D Präzision erreicht. Allerdings spielt nicht nur die Analyse von Menschen in Bildern in Computer Vision eine wichtige Rolle, sondern auch die Möglichkeit, neue Bilder von Personen in unterschiedlichen Posen und Kamera- Blickwinkeln synthetisch zu rendern, ohne dass solche Daten zuvor in der Realität aufgenommen wurden. Diese Methoden sind unabdingbar für die Filmindustrie, da sie es zum Beispiel ermöglichen, fotorealistische virtuelle Welten mit real aussehenden Menschen zu erzeugen, sowie die Möglichkeit bieten, Szenen, die für den Schauspieler zu gefährlich sind, virtuell zu produzieren, ohne dass eine reale Person diese Aktionen tatsächlich ausführen muss. Aber auch Videokonferenzen und Telepresence-Applikationen können von fotorealistischen 3D-Charakteren profitieren, da diese die immersive Erfahrung von solchen Applikationen verstärken. Traditionelle Verfahren zum Rendern von fotorealistischen Bildern involvieren viele mühsame und zeitintensive Schritte, welche Expertenwissen vorraussetzen und zudem auch Rechenzeiten erreichen, die jenseits von Echtzeit sind. Diese Schritte beinhalten das Rigging und Skinning von virtuellen Charakteren, das Modellieren von Reflektions- und Materialeigenschaften sowie physikalisch basiertes Ray Tracing. Vor Kurzem haben Deep Learning-basierte Methoden versucht, die Rendering-Funktion von Daten zu lernen, was in Verfahren resultierte, die eine Nutzung durch Nicht-Experten ermöglicht. Allerdings basieren die meisten Methoden auf Synthese-Verfahren im 2D-Bildbereich und können daher keine 3D-Konsistenz garantieren. Darüber hinaus gelingt es den meisten Methoden auch nicht, bewegungs- und blickwinkelabhängige Effekte zu erzeugen. Daher präsentiert diese Thesis eine neue Methode und eine laufende Forschungsarbeit zum Thema Charakter-Synthese, die es erlauben, fotorealistische und kontrollierbare 3D-Charakteren synthetisch zu rendern, die nicht nur 3D-konsistent sind, sondern auch bewegungs- und blickwinkelabhängige Effekte modellieren und Echtzeit-Rechenzeiten ermöglichen. Dazu wird eine neuartige Grobzu- Fein-Charakterrepräsentation für effiziente Bild-Synthese von Menschen vorgestellt, welche nur anhand von Multi-Kamera-Daten trainiert werden kann. Daneben wird gezeigt, wie diese explizite Geometrie- Repräsentation mit einer impliziten Oberflächendarstellung kombiniert werden kann, was eine bessere Synthese von geomtrischen Deformationen sowie Bildern ermöglicht.ERC Consolidator Grant 4DRepL

    Gait Recognition: Databases, Representations, and Applications

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    There has been considerable progress in automatic recognition of people by the way they walk since its inception almost 20 years ago: there is now a plethora of technique and data which continue to show that a person’s walking is indeed unique. Gait recognition is a behavioural biometric which is available even at a distance from a camera when other biometrics may be occluded, obscured or suffering from insufficient image resolution (e.g. a blurred face image or a face image occluded by mask). Since gait recognition does not require subject cooperation due to its non-invasive capturing process, it is expected to be applied for criminal investigation from CCTV footages in public and private spaces. This article introduces current progress, a research background, and basic approaches for gait recognition in the first three sections, and two important aspects of gait recognition, the gait databases and gait feature representations are described in the following sections.Publicly available gait databases are essential for benchmarking individual approaches, and such databases should contain a sufficient number of subjects as well as covariate factors to realize statistically reliable performance evaluation and also robust gait recognition. Gait recognition researchers have therefore built such useful gait databases which incorporate subject diversities and/or rich covariate factors.Gait feature representation is also an important aspect for effective and efficient gait recognition. We describe the two main approaches to representation: model-free (appearance-based) approaches and model-based approaches. In particular, silhouette-based model-free approaches predominate in recent studies and many have been proposed and are described in detail.Performance evaluation results of such recent gait feature representations on two of the publicly available gait databases are reported: USF Human ID with rich covariate factors such as views, surface, bag, shoes, time elapse; and OU-ISIR LP with more than 4,000 subjects. Since gait recognition is suitable for criminal investigation applications of the gait recognition to forensics are addressed with real criminal cases in the application section. Finally, several open problems of the gait recognition are discussed to show future research avenues of the gait recognition
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