1,593 research outputs found
Real-Time Hand Tracking Using a Sum of Anisotropic Gaussians Model
Real-time marker-less hand tracking is of increasing importance in
human-computer interaction. Robust and accurate tracking of arbitrary hand
motion is a challenging problem due to the many degrees of freedom, frequent
self-occlusions, fast motions, and uniform skin color. In this paper, we
propose a new approach that tracks the full skeleton motion of the hand from
multiple RGB cameras in real-time. The main contributions include a new
generative tracking method which employs an implicit hand shape representation
based on Sum of Anisotropic Gaussians (SAG), and a pose fitting energy that is
smooth and analytically differentiable making fast gradient based pose
optimization possible. This shape representation, together with a full
perspective projection model, enables more accurate hand modeling than a
related baseline method from literature. Our method achieves better accuracy
than previous methods and runs at 25 fps. We show these improvements both
qualitatively and quantitatively on publicly available datasets.Comment: 8 pages, Accepted version of paper published at 3DV 201
Automated tracking of colloidal clusters with sub-pixel accuracy and precision
Quantitative tracking of features from video images is a basic technique
employed in many areas of science. Here, we present a method for the tracking
of features that partially overlap, in order to be able to track so-called
colloidal molecules. Our approach implements two improvements into existing
particle tracking algorithms. Firstly, we use the history of previously
identified feature locations to successfully find their positions in
consecutive frames. Secondly, we present a framework for non-linear
least-squares fitting to summed radial model functions and analyze the accuracy
(bias) and precision (random error) of the method on artificial data. We find
that our tracking algorithm correctly identifies overlapping features with an
accuracy below 0.2% of the feature radius and a precision of 0.1 to 0.01 pixels
for a typical image of a colloidal cluster. Finally, we use our method to
extract the three-dimensional diffusion tensor from the Brownian motion of
colloidal dimers.Comment: 20 pages, 8 figures. Non-revised preprint version, please refer to
http://dx.doi.org/10.1088/1361-648X/29/4/04400
GP-SUM. Gaussian Processes Filtering of non-Gaussian Beliefs
This work studies the problem of stochastic dynamic filtering and state
propagation with complex beliefs. The main contribution is GP-SUM, a filtering
algorithm tailored to dynamic systems and observation models expressed as
Gaussian Processes (GP), and to states represented as a weighted sum of
Gaussians. The key attribute of GP-SUM is that it does not rely on
linearizations of the dynamic or observation models, or on unimodal Gaussian
approximations of the belief, hence enables tracking complex state
distributions. The algorithm can be seen as a combination of a sampling-based
filter with a probabilistic Bayes filter. On the one hand, GP-SUM operates by
sampling the state distribution and propagating each sample through the dynamic
system and observation models. On the other hand, it achieves effective
sampling and accurate probabilistic propagation by relying on the GP form of
the system, and the sum-of-Gaussian form of the belief. We show that GP-SUM
outperforms several GP-Bayes and Particle Filters on a standard benchmark. We
also demonstrate its use in a pushing task, predicting with experimental
accuracy the naturally occurring non-Gaussian distributions.Comment: WAFR 2018, 16 pages, 7 figure
Capturing Hands in Action using Discriminative Salient Points and Physics Simulation
Hand motion capture is a popular research field, recently gaining more
attention due to the ubiquity of RGB-D sensors. However, even most recent
approaches focus on the case of a single isolated hand. In this work, we focus
on hands that interact with other hands or objects and present a framework that
successfully captures motion in such interaction scenarios for both rigid and
articulated objects. Our framework combines a generative model with
discriminatively trained salient points to achieve a low tracking error and
with collision detection and physics simulation to achieve physically plausible
estimates even in case of occlusions and missing visual data. Since all
components are unified in a single objective function which is almost
everywhere differentiable, it can be optimized with standard optimization
techniques. Our approach works for monocular RGB-D sequences as well as setups
with multiple synchronized RGB cameras. For a qualitative and quantitative
evaluation, we captured 29 sequences with a large variety of interactions and
up to 150 degrees of freedom.Comment: Accepted for publication by the International Journal of Computer
Vision (IJCV) on 16.02.2016 (submitted on 17.10.14). A combination into a
single framework of an ECCV'12 multicamera-RGB and a monocular-RGBD GCPR'14
hand tracking paper with several extensions, additional experiments and
detail
Dual Quaternions as Constraints in 4D-DPM Models for Pose Estimation
This work was partially financed by Plan Nacional de Investigacion y Desarrollo (I+D), Comision Interministerial de Ciencia y Tecnologia (FEDER-CICYT) under the project DPI2013-44227-R.Martínez Bertí, E.; Sánchez Salmerón, AJ.; Ricolfe Viala, C. (2017). Dual Quaternions as Constraints in 4D-DPM Models for Pose Estimation. Sensors. 17 (8)(1913):1-16. https://doi.org/10.3390/s17081913S11617 (8)191
Retinal Vessel Segmentation Using the 2-D Morlet Wavelet and Supervised Classification
We present a method for automated segmentation of the vasculature in retinal
images. The method produces segmentations by classifying each image pixel as
vessel or non-vessel, based on the pixel's feature vector. Feature vectors are
composed of the pixel's intensity and continuous two-dimensional Morlet wavelet
transform responses taken at multiple scales. The Morlet wavelet is capable of
tuning to specific frequencies, thus allowing noise filtering and vessel
enhancement in a single step. We use a Bayesian classifier with
class-conditional probability density functions (likelihoods) described as
Gaussian mixtures, yielding a fast classification, while being able to model
complex decision surfaces and compare its performance with the linear minimum
squared error classifier. The probability distributions are estimated based on
a training set of labeled pixels obtained from manual segmentations. The
method's performance is evaluated on publicly available DRIVE and STARE
databases of manually labeled non-mydriatic images. On the DRIVE database, it
achieves an area under the receiver operating characteristic (ROC) curve of
0.9598, being slightly superior than that presented by the method of Staal et
al.Comment: 9 pages, 7 figures and 1 table. Accepted for publication in IEEE
Trans Med Imag; added copyright notic
Tracking hands in action for gesture-based computer input
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
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
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