1,128 research outputs found

    XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera

    Full text link
    We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.Comment: To appear in ACM Transactions on Graphics (SIGGRAPH) 202

    XNect: Real-time Multi-person 3D Human Pose Estimation with a Single RGB Camera

    No full text
    We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates in generic scenes and is robust to difficult occlusions both by other people and objects. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals. We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully-connected neural network turns the possibly partial (on account of occlusion) 2D pose and 3D pose features for each subject into a complete 3D pose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that neither extracted global body positions nor joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes

    시퀀스 기반 3차원 다인 자세 추정을 위한 기하학적 데이터 증강 기법

    Get PDF
    학위논문(석사) -- 서울대학교대학원 : 데이터사이언스대학원 데이터사이언스학과, 2023. 2. 이준석.3D pose estimation is an invaluable task in computer vision with various practical applications. Recently, a Transformer-based sequence-to-sequence model, MixSTE [60], has been successfully applied to 3D single-person pose estimation by decoupling the 2Dto-3D modeling from pixel-level details. We propose a natural extension of this model from single-person to multi-person problem, adding a novel inter-personal attention for 2D-to-3D lifting. Naturally referring to neighboring frames, this design is highly robust in handling occlusions. However, 3D multi-person pose estimation is still challenging due to extreme data scarcity. From an observation that our 2D-to-3D lifting approach is free from pixel-level details, we propose a novel geometry-aware data augmentation that allows us to infinitely generate diverse training examples from existing single-person trajectories. From extensive experiments on standard benchmarks, we verify that our model and data augmentation method achieve the state-of-the-art, not just on accuracy but also on smoothness. We also qualitatively demonstrate the effectiveness of our approach both on public benchmarks and with in-the-wild videos.컴퓨터 비전에 기반한 3차원 자세 추정(3D Pose Estimation)은 매우 다양한 분야에 응용될 수 있기 때문에 큰 가치가 있다. 최근, 트랜스포머(Transformer) 모델 기반의 시퀀스-시퀀스(Sequence-tosequence) 모델인 MixSTE [60] 은 단일 객체(사람) 3차원 자세 추정에서 2차원 자세로부터의 3차원 자세 추정(2D-to-3D Lifting)의 방법을 활용하여 성공적인 결과를 거둔 바 있다. 본 연구는 이의 확장으로써 다중 객체 3차원 자세 문제를 다루며, 기존 연구와 비교해 등장하는 객체간 정보의 상호 참조(Inter-Personal Attention) 모듈을 새로이 추가하였다. 모델 구조에 기반하여 상호 인접 프레임 정보를 자연스럽게 참조함으로써, 본 연구에서 고안한 모델은 상호 가려짐 현상에 강인한 성능을 보였다. 하지만, 다중 객체 3차원 자세 추정은 데이터 부족 현상이라는 고질적인 문제를 지닌다. 본 연구의 방법론은 픽셀 수준의 디테일에서 벗어나, 2차원 자세와 3차원 자세 간의 관계를 다루기에, 주어진 데이터와 카메라 파라미터에 기반하여 데이터를 사실상 무제한적으로 증강할 수 있다는 강점을 지닌다. 본 분야에서 성능 측정 및 비교를 위한 대표적인 실험용 데이터셋에서 성능을 측정한 결과, 본 연구에서 고안한 모델은 정확도 뿐만 아니라 출력 결과의 부드러움 두 측면에서 모두 여타 기존 모델과 비교해 가장 훌륭한 성능을 보였다. 나아가, 테스트용 데이터셋 뿐만 아니라 다양한 시중 비디오에서도 훌륭한 성능을 보임으로써 연구의 상업적 가치 또한 입증하였다.Chapter 1. Introduction 1 Chapter 2. Related Work 5 Chapter 3. Problem Formulation and Notations 8 Chapter 4. The POTR-3D Model 9 Chapter 5. Geometry-Aware Data Augmentation 16 Chapter 6. Experiments 22 Chapter 7. Summary 35 Bibliography 37 Abstract in Korean 44석

    Real-time 3D human body pose estimation from monocular RGB input

    Get PDF
    Human motion capture finds extensive application in movies, games, sports and biomechanical analysis. However, existing motion capture solutions require cumbersome external and/or on-body instrumentation, or use active sensors with limits on the possible capture volume dictated by power consumption. The ubiquity and ease of deployment of RGB cameras makes monocular RGB based human motion capture an extremely useful problem to solve, which would lower the barrier-to entry for content creators to employ motion capture tools, and enable newer applications of human motion capture. This thesis demonstrates the first real-time monocular RGB based motion-capture solutions that work in general scene settings. They are based on developing neural network based approaches to address the ill-posed problem of estimating 3D human pose from a single RGB image, in combination with model based fitting. In particular, the contributions of this work make advances towards three key aspects of real-time monocular RGB based motion capture, namely speed, accuracy, and the ability to work for general scenes. New training datasets are proposed, for single-person and multi-person scenarios, which, together with the proposed transfer learning based training pipeline, allow learning based approaches to be appearance invariant. The training datasets are accompanied by evaluation benchmarks with multiple avenues of fine-grained evaluation. The evaluation benchmarks differ visually from the training datasets, so as to promote efforts towards solutions that generalize to in-the-wild scenes. The proposed task formulations for the single-person and multi-person case allow higher accuracy, and incorporate additional qualities such as occlusion robustness, that are helpful in the context of a full motion capture solution. The multi-person formulations are designed to have a nearly constant inference time regardless of the number of subjects in the scene, and combined with contributions towards fast neural network inference, enable real-time 3D pose estimation for multiple subjects. Combining the proposed learning-based approaches with a model-based kinematic skeleton fitting step provides temporally stable joint angle estimates, which can be readily employed for driving virtual characters.Menschlicher Motion Capture findet umfangreiche Anwendung in Filmen, Spielen, Sport und biomechanischen Analysen. Bestehende Motion-Capture-Lösungen erfordern jedoch umständliche externe Instrumentierung und / oder Instrumentierung am Körper, oder verwenden aktive Sensoren deren begrenztes Erfassungsvolumen durch den Stromverbrauch begrenzt wird. Die Allgegenwart und einfache Bereitstellung von RGB-Kameras macht die monokulare RGB-basierte Motion Capture zu einem äußerst nützlichen Problem. Dies würde die Eintrittsbarriere für Inhaltsersteller für die Verwendung der Motion Capture verringern und neuere Anwendungen dieser Tools zur Analyse menschlicher Bewegungen ermöglichen. Diese Arbeit zeigt die ersten monokularen RGB-basierten Motion-Capture-Lösungen in Echtzeit, die in allgemeinen Szeneneinstellungen funktionieren. Sie basieren auf der Entwicklung neuronaler netzwerkbasierter Ansätze, um das schlecht gestellte Problem der Schätzung der menschlichen 3D-Pose aus einem einzelnen RGB-Bild in Kombination mit einer modellbasierten Anpassung anzugehen. Insbesondere machen die Beiträge dieser Arbeit Fortschritte in Richtung drei Schlüsselaspekte der monokularen RGB-basierten Echtzeit-Bewegungserfassung, nämlich Geschwindigkeit, Genauigkeit und die Fähigkeit, für allgemeine Szenen zu arbeiten. Es werden neue Trainingsdatensätze für Einzel- und Mehrpersonen-Szenarien vorgeschlagen, die zusammen mit der vorgeschlagenen Trainingspipeline, die auf Transferlernen basiert, ermöglichen, dass lernbasierte Ansätze nicht von Unterschieden im Erscheinungsbild des Bildes beeinflusst werden. Die Trainingsdatensätze werden von Bewertungsbenchmarks mit mehreren Möglichkeiten einer feinkörnigen Bewertung begleitet. Die angegebenen Benchmarks unterscheiden sich visuell von den Trainingsaufzeichnungen, um die Entwicklung von Lösungen zu fördern, die sich auf verschiedene Szenen verallgemeinern lassen. Die vorgeschlagenen Aufgabenformulierungen für den Einzel- und Mehrpersonenfall ermöglichen eine höhere Genauigkeit und enthalten zusätzliche Eigenschaften wie die Robustheit der Okklusion, die im Kontext einer vollständigen Bewegungserfassungslösung hilfreich sind. Die Mehrpersonenformulierungen sind so konzipiert, dass sie unabhängig von der Anzahl der Subjekte in der Szene eine nahezu konstante Inferenzzeit haben. In Kombination mit Beiträgen zur schnellen Inferenz neuronaler Netze ermöglichen sie eine 3D-Posenschätzung in Echtzeit für mehrere Subjekte. Die Kombination der vorgeschlagenen lernbasierten Ansätze mit einem modellbasierten kinematischen Skelettanpassungsschritt liefert zeitlich stabile Gelenkwinkelschätzungen, die leicht zum Ansteuern virtueller Charaktere verwendet werden können

    Selecting the motion ground truth for loose-fitting wearables: benchmarking optical MoCap methods

    Full text link
    To help smart wearable researchers choose the optimal ground truth methods for motion capturing (MoCap) for all types of loose garments, we present a benchmark, DrapeMoCapBench (DMCB), specifically designed to evaluate the performance of optical marker-based and marker-less MoCap. High-cost marker-based MoCap systems are well-known as precise golden standards. However, a less well-known caveat is that they require skin-tight fitting markers on bony areas to ensure the specified precision, making them questionable for loose garments. On the other hand, marker-less MoCap methods powered by computer vision models have matured over the years, which have meager costs as smartphone cameras would suffice. To this end, DMCB uses large real-world recorded MoCap datasets to perform parallel 3D physics simulations with a wide range of diversities: six levels of drape from skin-tight to extremely draped garments, three levels of motions and six body type - gender combinations to benchmark state-of-the-art optical marker-based and marker-less MoCap methods to identify the best-performing method in different scenarios. In assessing the performance of marker-based and low-cost marker-less MoCap for casual loose garments both approaches exhibit significant performance loss (>10cm), but for everyday activities involving basic and fast motions, marker-less MoCap slightly outperforms marker-based MoCap, making it a favorable and cost-effective choice for wearable studies

    More is Better: 3D Human Pose Estimation from Complementary Data Sources

    Get PDF
    Computer Vision (CV) research has been playing a strategic role in many different complex scenarios that are becoming fundamental components in our everyday life. From Augmented/Virtual reality (AR/VR) to Human-Robot interactions, having a visual interpretation of the surrounding world is the first and most important step to develop new advanced systems. As in other research areas, the boost in performance in Computer Vision algorithms has to be mainly attributed to the widespread usage of deep neural networks. Rather than selecting handcrafted features, such approaches identify which are the best features needed to solve a specific task, by learning them from a corpus of carefully annotated data. Such important property of these neural networks comes with a price: they need very large data collections to learn from. Collecting data is a time consuming and expensive operation that varies, being much harder for some tasks than others. In order to limit additional data collection, we therefore need to carefully design models that can extract as much information as possible from already available dataset, even those collected for neighboring domains. In this work I focus on exploring different solutions for and important research problem in Computer Vision, 3D human pose estimation, that is the task of estimating the 3D skeletal representation of a person characterized in an image/s. This has been done for several configurations: monocular camera, multi-view systems and from egocentric perspectives. First, from a single external front facing camera a semi-supervised approach is used to regress the set of 3D joint positions of the represented person. This is done by fully exploiting all of the available information at all the levels of the network, in a novel manner, as well as allowing the model to be trained with partially labelled data. A multi-camera 3D human pose estimation system is introduced by designing a network trainable in a semi-supervised or even unsupervised manner in a multiview system. Unlike standard motion-captures algorithm, demanding a long and time consuming configuration setup at the beginning of each capturing session, this novel approach requires little to none initial system configuration. Finally, a novel architecture is developed to work in a very specific and significantly harder configuration: 3D human pose estimation when using cameras embedded in a head mounted display (HMD). Due to the limited data availability, the model needs to carefully extract information from the data to properly generalize on unseen images. This is particularly useful in AR/VR use case scenarios, demonstrating the versatility of our network to various working conditions
    corecore