84 research outputs found

    Parallelization Strategies for Markerless Human Motion Capture

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    Markerless Motion Capture (MMOCAP) is the problem of determining the pose of a person from images captured by one or several cameras simultaneously without using markers on the subject. Evaluation of the solutions is frequently the most time-consuming task, making most of the proposed methods inapplicable in real-time scenarios. This paper presents an efficient approach to parallelize the evaluation of the solutions in CPUs and GPUs. Our proposal is experimentally compared on six sequences of the HumanEva-I dataset using the CMAES algorithm. Multiple algorithm’s configurations were tested to analyze the best trade-off in regard to the accuracy and computing time. The proposed methods obtain speedups of 8× in multi-core CPUs, 30× in a single GPU and up to 110× using 4 GPU

    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

    08231 Abstracts Collection -- Virtual Realities

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    From 1st to 6th June 2008, the Dagstuhl Seminar 08231 ``Virtual Realities\u27\u27 was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. Virtual Reality (VR) is a multidisciplinary area of research aimed at interactive human-computer mediated simulations of artificial environments. Typical applications include simulation, training, scientific visualization, and entertainment. An important aspect of VR-based systems is the stimulation of the human senses -- typically sight, sound, and touch -- such that a user feels a sense of presence (or immersion) in the virtual environment. Different applications require different levels of presence, with corresponding levels of realism, sensory immersion, and spatiotemporal interactive fidelity. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. Links to extended abstracts or full papers are provided, if available

    Markerless Analysis of Gait Patterns in the Parkinson's Disease

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    In the clinical praxis Gait Analysis constitutes one of the key tools for the diagnose and follow up of some pathologies. The conventional approach includes the approximation of the skeleton by the placement and detection of a set of markers, this procedure has some relevant drawbacks and can be better approached by a markerless strategy, where the dynamics of the body are estimated without the use of any artifact. The main goal of this thesis is to present some markerless approaches that allow the characterization of the human gait. For the analysis pathological gait, we focus on the Parkinson's Disease, a neurodegenerative disorder whose symptoms results in diculty to perform complex motor task among themwalking.Resumen. En la práctica clínica el análisis de marcha es una de las herramientas más importantes para el diagnostico y seguimiento de algunas patologías. Este análisis incluye la aproximación del esqueleto mediante marcadores colocados sobre el paciente. Debido a que este procedimiento tiene algunas desventajas, se han desarrollado aproximaciones sin marcadores para el análisis de marcha, estas intentan capturar la dinámica del movimiento del paciente prescindiendo de cualquier artefacto. El objetivo principal de esta tesis es presentar algunas aproximaciones sin marcadores al análisis para marcha patológica. La patología que analizamos es la enfermedad de parkinson, un desorden neurodegenerativo cuyos síntomas resultan en la creciente dificultad para realizar tareas motoras complejas entre ellas la marcha.Maestrí

    Tracking hands in action for gesture-based computer input

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    This thesis introduces new methods for markerless tracking of the full articulated motion of hands and for informing the design of gesture-based computer input. Emerging devices such as smartwatches or virtual/augmented reality glasses are in need of new input devices for interaction on the move. The highly dexterous human hands could provide an always-on input capability without the actual need to carry a physical device. First, we present novel methods to address the hard computer vision-based hand tracking problem under varying number of cameras, viewpoints, and run-time requirements. Second, we contribute to the design of gesture-based interaction techniques by presenting heuristic and computational approaches. The contributions of this thesis allow users to effectively interact with computers through markerless tracking of hands and objects in desktop, mobile, and egocentric scenarios.Diese Arbeit stellt neue Methoden für die markerlose Verfolgung der vollen Artikulation der Hände und für die Informierung der Gestaltung der Gestik-Computer-Input. Emerging-Geräte wie Smartwatches oder virtuelle / Augmented-Reality-Brillen benötigen neue Eingabegeräte für Interaktion in Bewegung. Die sehr geschickten menschlichen Hände konnten eine immer-on-Input-Fähigkeit, ohne die tatsächliche Notwendigkeit, ein physisches Gerät zu tragen. Zunächst stellen wir neue Verfahren vor, um das visionbasierte Hand-Tracking-Problem des Hardcomputers unter variierender Anzahl von Kameras, Sichtweisen und Laufzeitanforderungen zu lösen. Zweitens tragen wir zur Gestaltung von gesture-basierten Interaktionstechniken bei, indem wir heuristische und rechnerische Ansätze vorstellen. Die Beiträge dieser Arbeit ermöglichen es Benutzern, effektiv interagieren mit Computern durch markerlose Verfolgung von Händen und Objekten in Desktop-, mobilen und egozentrischen Szenarien

    Tracking hands in action for gesture-based computer input

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    This thesis introduces new methods for markerless tracking of the full articulated motion of hands and for informing the design of gesture-based computer input. Emerging devices such as smartwatches or virtual/augmented reality glasses are in need of new input devices for interaction on the move. The highly dexterous human hands could provide an always-on input capability without the actual need to carry a physical device. First, we present novel methods to address the hard computer vision-based hand tracking problem under varying number of cameras, viewpoints, and run-time requirements. Second, we contribute to the design of gesture-based interaction techniques by presenting heuristic and computational approaches. The contributions of this thesis allow users to effectively interact with computers through markerless tracking of hands and objects in desktop, mobile, and egocentric scenarios.Diese Arbeit stellt neue Methoden für die markerlose Verfolgung der vollen Artikulation der Hände und für die Informierung der Gestaltung der Gestik-Computer-Input. Emerging-Geräte wie Smartwatches oder virtuelle / Augmented-Reality-Brillen benötigen neue Eingabegeräte für Interaktion in Bewegung. Die sehr geschickten menschlichen Hände konnten eine immer-on-Input-Fähigkeit, ohne die tatsächliche Notwendigkeit, ein physisches Gerät zu tragen. Zunächst stellen wir neue Verfahren vor, um das visionbasierte Hand-Tracking-Problem des Hardcomputers unter variierender Anzahl von Kameras, Sichtweisen und Laufzeitanforderungen zu lösen. Zweitens tragen wir zur Gestaltung von gesture-basierten Interaktionstechniken bei, indem wir heuristische und rechnerische Ansätze vorstellen. Die Beiträge dieser Arbeit ermöglichen es Benutzern, effektiv interagieren mit Computern durch markerlose Verfolgung von Händen und Objekten in Desktop-, mobilen und egozentrischen Szenarien

    Optical techniques for 3D surface reconstruction in computer-assisted laparoscopic surgery

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    One of the main challenges for computer-assisted surgery (CAS) is to determine the intra-opera- tive morphology and motion of soft-tissues. This information is prerequisite to the registration of multi-modal patient-specific data for enhancing the surgeon’s navigation capabilites by observ- ing beyond exposed tissue surfaces and for providing intelligent control of robotic-assisted in- struments. In minimally invasive surgery (MIS), optical techniques are an increasingly attractive approach for in vivo 3D reconstruction of the soft-tissue surface geometry. This paper reviews the state-of-the-art methods for optical intra-operative 3D reconstruction in laparoscopic surgery and discusses the technical challenges and future perspectives towards clinical translation. With the recent paradigm shift of surgical practice towards MIS and new developments in 3D opti- cal imaging, this is a timely discussion about technologies that could facilitate complex CAS procedures in dynamic and deformable anatomical regions

    Articulated Object Tracking from Visual Sensory Data for Robotic Manipulation

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    Roboti juhtimine liigestatud objekti manipuleerimisel vajab robustset ja täpsetobjekti oleku hindamist. Oleku hindamise tulemust kasutatakse tagasisidena vastavate roboti liigutuste arvutamisel soovitud manipulatsiooni tulemuse saavutamiseks. Selles töös uuritakse robootilise manipuleerimise visuaalse tagasiside teostamist. Tehisnägemisele põhinevat servode liigutamist juhitakse ruutplaneerimise raamistikus võimaldamaks humanoidsel robotil läbi viia objekti manipulatsiooni. Esitletakse tehisnägemisel põhinevat liigestatud objekti oleku hindamise meetodit. Me näitame väljapakutud meetodi efektiivsust mitmel erineval eksperimendil HRP-4 humanoidse robotiga. Teeme ka ettepaneku ühendada masinõppe ja serva tuvastamise tehnikad liigestatud objekti manipuleerimise markeerimata visuaalse tagasiside teostamiseks reaalajas.In order for a robot to manipulate an articulated object, it needs to know itsstate (i.e. its pose); that is to say: where and in which configuration it is. Theresult of the object’s state estimation is to be provided as a feedback to the control to compute appropriate robot motion and achieve the desired manipulation outcome. This is the main topic of this thesis, where articulated object state estimation is solved using visual feedback. Vision based servoing is implemented in a Quadratic Programming task space control framework to enable humanoid robot to perform articulated objects manipulation. We thoroughly developed our methodology for vision based articulated object state estimation on these bases.We demonstrate its efficiency by assessing it on several real experiments involving the HRP-4 humanoid robot. We also propose to combine machine learning and edge extraction techniques to achieve markerless, realtime and robust visual feedback for articulated object manipulation

    Accurate and Interpretable Solution of the Inverse Rig for Realistic Blendshape Models with Quadratic Corrective Terms

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    We propose a new model-based algorithm solving the inverse rig problem in facial animation retargeting, exhibiting higher accuracy of the fit and sparser, more interpretable weight vector compared to SOTA. The proposed method targets a specific subdomain of human face animation - highly-realistic blendshape models used in the production of movies and video games. In this paper, we formulate an optimization problem that takes into account all the requirements of targeted models. Our objective goes beyond a linear blendshape model and employs the quadratic corrective terms necessary for correctly fitting fine details of the mesh. We show that the solution to the proposed problem yields highly accurate mesh reconstruction even when general-purpose solvers, like SQP, are used. The results obtained using SQP are highly accurate in the mesh space but do not exhibit favorable qualities in terms of weight sparsity and smoothness, and for this reason, we further propose a novel algorithm relying on a MM technique. The algorithm is specifically suited for solving the proposed objective, yielding a high-accuracy mesh fit while respecting the constraints and producing a sparse and smooth set of weights easy to manipulate and interpret by artists. Our algorithm is benchmarked with SOTA approaches, and shows an overall superiority of the results, yielding a smooth animation reconstruction with a relative improvement up to 45 percent in root mean squared mesh error while keeping the cardinality comparable with benchmark methods. This paper gives a comprehensive set of evaluation metrics that cover different aspects of the solution, including mesh accuracy, sparsity of the weights, and smoothness of the animation curves, as well as the appearance of the produced animation, which human experts evaluated

    EgoCap:egocentric marker-less motion capture with two fisheye cameras

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    Marker-based and marker-less optical skeletal motion-capture methods use an outside-in arrangement of cameras placed around a scene, with viewpoints converging on the center. They often create discomfort by possibly needed marker suits, and their recording volume is severely restricted and often constrained to indoor scenes with controlled backgrounds. Alternative suit-based systems use several inertial measurement units or an exoskeleton to capture motion. This makes capturing independent of a confined volume, but requires substantial, often constraining, and hard to set up body instrumentation. We therefore propose a new method for real-time, marker-less and egocentric motion capture which estimates the full-body skeleton pose from a lightweight stereo pair of fisheye cameras that are attached to a helmet or virtual reality headset. It combines the strength of a new generative pose estimation framework for fisheye views with a ConvNet-based body-part detector trained on a large new dataset. Our inside-in method captures full-body motion in general indoor and outdoor scenes, and also crowded scenes with many people in close vicinity. The captured user can freely move around, which enables reconstruction of larger-scale activities and is particularly useful in virtual reality to freely roam and interact, while seeing the fully motion-captured virtual body.Comment: SIGGRAPH Asia 201
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