815 research outputs found
Single camera pose estimation using Bayesian filtering and Kinect motion priors
Traditional approaches to upper body pose estimation using monocular vision
rely on complex body models and a large variety of geometric constraints. We
argue that this is not ideal and somewhat inelegant as it results in large
processing burdens, and instead attempt to incorporate these constraints
through priors obtained directly from training data. A prior distribution
covering the probability of a human pose occurring is used to incorporate
likely human poses. This distribution is obtained offline, by fitting a
Gaussian mixture model to a large dataset of recorded human body poses, tracked
using a Kinect sensor. We combine this prior information with a random walk
transition model to obtain an upper body model, suitable for use within a
recursive Bayesian filtering framework. Our model can be viewed as a mixture of
discrete Ornstein-Uhlenbeck processes, in that states behave as random walks,
but drift towards a set of typically observed poses. This model is combined
with measurements of the human head and hand positions, using recursive
Bayesian estimation to incorporate temporal information. Measurements are
obtained using face detection and a simple skin colour hand detector, trained
using the detected face. The suggested model is designed with analytical
tractability in mind and we show that the pose tracking can be
Rao-Blackwellised using the mixture Kalman filter, allowing for computational
efficiency while still incorporating bio-mechanical properties of the upper
body. In addition, the use of the proposed upper body model allows reliable
three-dimensional pose estimates to be obtained indirectly for a number of
joints that are often difficult to detect using traditional object recognition
strategies. Comparisons with Kinect sensor results and the state of the art in
2D pose estimation highlight the efficacy of the proposed approach.Comment: 25 pages, Technical report, related to Burke and Lasenby, AMDO 2014
conference paper. Code sample: https://github.com/mgb45/SignerBodyPose Video:
https://www.youtube.com/watch?v=dJMTSo7-uF
Real-time 3D hand reconstruction in challenging scenes from a single color or depth camera
Hands are one of the main enabling factors for performing complex tasks and humans naturally use them for interactions with their environment. Reconstruction and digitization of 3D hand motion opens up many possibilities for important applications. Hands gestures can be directly used for human–computer interaction, which is especially relevant for controlling augmented or virtual reality (AR/VR) devices where immersion is of utmost importance. In addition, 3D hand motion capture is a precondition for automatic sign-language translation, activity recognition, or teaching robots. Different approaches for 3D hand motion capture have been actively researched in the past. While being accurate, gloves and markers are intrusive and uncomfortable to wear. Hence, markerless hand reconstruction based on cameras is desirable. Multi-camera setups provide rich input, however, they are hard to calibrate and lack the flexibility for mobile use cases. Thus, the majority of more recent methods uses a single color or depth camera which, however, makes the problem harder due to more ambiguities in the input. For interaction purposes, users need continuous control and immediate feedback. This means the algorithms have to run in real time and be robust in uncontrolled scenes. These requirements, achieving 3D hand reconstruction in real time from a single camera in general scenes, make the problem significantly more challenging. While recent research has shown promising results, current state-of-the-art methods still have strong limitations. Most approaches only track the motion of a single hand in isolation and do not take background-clutter or interactions with arbitrary objects or the other hand into account. The few methods that can handle more general and natural scenarios run far from real time or use complex multi-camera setups. Such requirements make existing methods unusable for many aforementioned applications. This thesis pushes the state of the art for real-time 3D hand tracking and reconstruction in general scenes from a single RGB or depth camera. The presented approaches explore novel combinations of generative hand models, which have been used successfully in the computer vision and graphics community for decades, and powerful cutting-edge machine learning techniques, which have recently emerged with the advent of deep learning. In particular, this thesis proposes a novel method for hand tracking in the presence of strong occlusions and clutter, the first method for full global 3D hand tracking from in-the-wild RGB video, and a method for simultaneous pose and dense shape reconstruction of two interacting hands that, for the first time, combines a set of desirable properties previously unseen in the literature.Hände sind einer der Hauptfaktoren für die Ausführung komplexer Aufgaben, und Menschen verwenden sie auf natürliche Weise für Interaktionen mit ihrer Umgebung. Die Rekonstruktion und Digitalisierung der 3D-Handbewegung eröffnet viele Möglichkeiten für wichtige Anwendungen. Handgesten können direkt als Eingabe für die Mensch-Computer-Interaktion verwendet werden. Dies ist insbesondere für Geräte der erweiterten oder virtuellen Realität (AR / VR) relevant, bei denen die Immersion von größter Bedeutung ist. Darüber hinaus ist die Rekonstruktion der 3D Handbewegung eine Voraussetzung zur automatischen Übersetzung von Gebärdensprache, zur Aktivitätserkennung oder zum Unterrichten von Robotern. In der Vergangenheit wurden verschiedene Ansätze zur 3D-Handbewegungsrekonstruktion aktiv erforscht. Handschuhe und physische Markierungen sind zwar präzise, aber aufdringlich und unangenehm zu tragen. Daher ist eine markierungslose Handrekonstruktion auf der Basis von Kameras wünschenswert. Multi-Kamera-Setups bieten umfangreiche Eingabedaten, sind jedoch schwer zu kalibrieren und haben keine Flexibilität für mobile Anwendungsfälle. Daher verwenden die meisten neueren Methoden eine einzelne Farb- oder Tiefenkamera, was die Aufgabe jedoch schwerer macht, da mehr Ambiguitäten in den Eingabedaten vorhanden sind. Für Interaktionszwecke benötigen Benutzer kontinuierliche Kontrolle und sofortiges Feedback. Dies bedeutet, dass die Algorithmen in Echtzeit ausgeführt werden müssen und robust in unkontrollierten Szenen sein müssen. Diese Anforderungen, 3D-Handrekonstruktion in Echtzeit mit einer einzigen Kamera in allgemeinen Szenen, machen das Problem erheblich schwieriger. Während neuere Forschungsarbeiten vielversprechende Ergebnisse gezeigt haben, weisen aktuelle Methoden immer noch Einschränkungen auf. Die meisten Ansätze verfolgen die Bewegung einer einzelnen Hand nur isoliert und berücksichtigen keine alltäglichen Umgebungen oder Interaktionen mit beliebigen Objekten oder der anderen Hand. Die wenigen Methoden, die allgemeinere und natürlichere Szenarien verarbeiten können, laufen nicht in Echtzeit oder verwenden komplexe Multi-Kamera-Setups. Solche Anforderungen machen bestehende Verfahren für viele der oben genannten Anwendungen unbrauchbar. Diese Dissertation erweitert den Stand der Technik für die Echtzeit-3D-Handverfolgung und -Rekonstruktion in allgemeinen Szenen mit einer einzelnen RGB- oder Tiefenkamera. Die vorgestellten Algorithmen erforschen neue Kombinationen aus generativen Handmodellen, die seit Jahrzehnten erfolgreich in den Bereichen Computer Vision und Grafik eingesetzt werden, und leistungsfähigen innovativen Techniken des maschinellen Lernens, die vor kurzem mit dem Aufkommen neuronaler Netzwerke entstanden sind. In dieser Arbeit werden insbesondere vorgeschlagen: eine neuartige Methode zur Handbewegungsrekonstruktion bei starken Verdeckungen und in unkontrollierten Szenen, die erste Methode zur Rekonstruktion der globalen 3D Handbewegung aus RGB-Videos in freier Wildbahn und die erste Methode zur gleichzeitigen Rekonstruktion von Handpose und -form zweier interagierender Hände, die eine Reihe wünschenwerter Eigenschaften komibiniert
A Preliminary Investigation into a Deep Learning Implementation for Hand Tracking on Mobile Devices
Hand tracking is an essential component of computer graphics and human-computer interaction applications. The use of RGB camera without specific hardware and sensors (e.g., depth cameras) allows developing solutions for a plethora of devices and platforms. Although various methods were proposed, hand tracking from a single RGB camera is still a challenging research area due to occlusions, complex backgrounds, and various hand poses and gestures. We present a mobile application for 2D hand tracking from RGB images captured by the smartphone camera. The images are processed by a deep neural network, modified specifically to tackle this task and run on mobile devices, looking for a compromise between performance and computational time. Network output is used to show a 2D skeleton on the user's hand. We tested our system on several scenarios, showing an interactive hand tracking level and achieving promising results in the case of variable brightness and backgrounds and small occlusions
Towards an Interactive Humanoid Companion with Visual Tracking Modalities
The idea of robots acting as human companions is not a particularly new or original one. Since the notion of “robot ” was created, the idea of robots replacing humans in dangerous, dirty and dull activities has been inseparably tied with the fantasy of human-like robots being friends and existing side by side with humans. In 1989, Engelberger (Engelberger
Learning Speech-driven 3D Conversational Gestures from Video
We propose the first approach to automatically and jointly synthesize both
the synchronous 3D conversational body and hand gestures, as well as 3D face
and head animations, of a virtual character from speech input. Our algorithm
uses a CNN architecture that leverages the inherent correlation between facial
expression and hand gestures. Synthesis of conversational body gestures is a
multi-modal problem since many similar gestures can plausibly accompany the
same input speech. To synthesize plausible body gestures in this setting, we
train a Generative Adversarial Network (GAN) based model that measures the
plausibility of the generated sequences of 3D body motion when paired with the
input audio features. We also contribute a new way to create a large corpus of
more than 33 hours of annotated body, hand, and face data from in-the-wild
videos of talking people. To this end, we apply state-of-the-art monocular
approaches for 3D body and hand pose estimation as well as dense 3D face
performance capture to the video corpus. In this way, we can train on orders of
magnitude more data than previous algorithms that resort to complex in-studio
motion capture solutions, and thereby train more expressive synthesis
algorithms. Our experiments and user study show the state-of-the-art quality of
our speech-synthesized full 3D character animations
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