7 research outputs found

    VNect: Real-time 3D Human Pose Estimation with a Single RGB Camera

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    We present the first real-time method to capture the full global 3D skeletal pose of a human in a stable, temporally consistent manner using a single RGB camera. Our method combines a new convolutional neural network (CNN) based pose regressor with kinematic skeleton fitting. Our novel fully-convolutional pose formulation regresses 2D and 3D joint positions jointly in real time and does not require tightly cropped input frames. A real-time kinematic skeleton fitting method uses the CNN output to yield temporally stable 3D global pose reconstructions on the basis of a coherent kinematic skeleton. This makes our approach the first monocular RGB method usable in real-time applications such as 3D character control---thus far, the only monocular methods for such applications employed specialized RGB-D cameras. Our method's accuracy is quantitatively on par with the best offline 3D monocular RGB pose estimation methods. Our results are qualitatively comparable to, and sometimes better than, results from monocular RGB-D approaches, such as the Kinect. However, we show that our approach is more broadly applicable than RGB-D solutions, i.e. it works for outdoor scenes, community videos, and low quality commodity RGB cameras.Comment: Accepted to SIGGRAPH 201

    Projected User Interface - Board Game

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    Tato práce se zabývá návrhem a realizací interaktivní stolní deskové hry. Tuto realizaci je možné rozdělit na detekci a projekci. Detekce prováděná infračervenou kamerou slouží ke snímání reakcí hráčů, kteří interagují se hrou pomocí jednoduchých gest rukou. Projekce promítá na stůl herní plán s figurkami pomocí dataprojektoru. Zvolenou promítanou hrou je stolní hra na hrdiny Dungeons & Dragons.The thesis brings a project and an implementation of an interactive board game. The implementation can be divided into a detection part and a projection part. Detection, realized by an infra-red camera, serves as a means for recording players' responses. The players interact with the game through simple hand gestures. Projection screens a game plan, which includes the players' figures, on the table with the help of a data projector. The game chosen for projection is a role-playing game Dungeons & Dragons.

    A computer vision based ultrasound operator skill evaluation

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    The aim of this thesis is to research inexpensive and automatic methods for analysing sonogra- phers skill level, which reduces cost and improves objectivity. The current approach of teaching physicians to generate good quality ultrasound images is expensive and subjective, also takes significant time and resources, because it requires experienced instructors to guide and assess trainees in person. In this thesis, a distributed data collection system for synchronising and collecting data from multiple different sensors, including Microsoft Kinect 2 and ultrasound machine, was designed. Then hand movements are extracted from ultrasound images with an intensity-based image registration algorithm. The extracted movements data are analysed to find different patterns between novice and expert sonographers. A multi-sensor fusion algorithm is used in this thesis to extend the field of view of Microsoft Kinect 2, as well as overcome the cluttered environments and obstacles in clinics. Hand tracking is performed in the registered large point clouds with a semi-automatic colour-based segmentation algorithm

    Real-time and robust hand tracking with a single depth camera

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    In this paper, we introduce a novel, real-time and robust hand tracking system, capable of tracking the articulated hand motion in full degrees of freedom (DOF) using a single depth camera. Unlike most previous systems, our system is able to initialize and recover from tracking loss automatically. This is achieved through an efficient two-stage k-nearest neighbor database searching method proposed in the paper. It is effective for searching from a pre-rendered database of small hand depth images, designed to provide good initial guesses for model based tracking. We also propose a robust objective function, and improve the Particle Swarm Optimization algorithm with a resampling based strategy in model based tracking. It provides continuous solutions in full DOF hand motion space more efficiently than previous methods. Our system runs at 40 fps on a GeForce GTX 580 GPU and experimental results show that the system outperforms the state-of-the-art model based hand tracking systems in terms of both speed and accuracy. The work result is of significance to various applications in the field of human-computer-interaction and virtual reality. © 2013 Springer-Verlag Berlin Heidelberg.In this paper, we introduce a novel, real-time and robust hand tracking system, capable of tracking the articulated hand motion in full degrees of freedom (DOF) using a single depth camera. Unlike most previous systems, our system is able to initialize and recover from tracking loss automatically. This is achieved through an efficient two-stage k-nearest neighbor database searching method proposed in the paper. It is effective for searching from a pre-rendered database of small hand depth images, designed to provide good initial guesses for model based tracking. We also propose a robust objective function, and improve the Particle Swarm Optimization algorithm with a resampling based strategy in model based tracking. It provides continuous solutions in full DOF hand motion space more efficiently than previous methods. Our system runs at 40 fps on a GeForce GTX 580 GPU and experimental results show that the system outperforms the state-of-the-art model based hand tracking systems in terms of both speed and accuracy. The work result is of significance to various applications in the field of human-computer-interaction and virtual reality. © 2013 Springer-Verlag Berlin Heidelberg

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

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    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

    From motion capture to interactive virtual worlds : towards unconstrained motion-capture algorithms for real-time performance-driven character animation

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    This dissertation takes performance-driven character animation as a representative application and advances motion capture algorithms and animation methods to meet its high demands. Existing approaches have either coarse resolution and restricted capture volume, require expensive and complex multi-camera systems, or use intrusive suits and controllers. For motion capture, set-up time is reduced using fewer cameras, accuracy is increased despite occlusions and general environments, initialization is automated, and free roaming is enabled by egocentric cameras. For animation, increased robustness enables the use of low-cost sensors input, custom control gesture definition is guided to support novice users, and animation expressiveness is increased. The important contributions are: 1) an analytic and differentiable visibility model for pose optimization under strong occlusions, 2) a volumetric contour model for automatic actor initialization in general scenes, 3) a method to annotate and augment image-pose databases automatically, 4) the utilization of unlabeled examples for character control, and 5) the generalization and disambiguation of cyclical gestures for faithful character animation. In summary, the whole process of human motion capture, processing, and application to animation is advanced. These advances on the state of the art have the potential to improve many interactive applications, within and outside virtual reality.Diese Arbeit befasst sich mit Performance-driven Character Animation, insbesondere werden Motion Capture-Algorithmen entwickelt um den hohen Anforderungen dieser Beispielanwendung gerecht zu werden. Existierende Methoden haben entweder eine geringe Genauigkeit und einen eingeschränkten Aufnahmebereich oder benötigen teure Multi-Kamera-Systeme, oder benutzen störende Controller und spezielle Anzüge. Für Motion Capture wird die Setup-Zeit verkürzt, die Genauigkeit für Verdeckungen und generelle Umgebungen erhöht, die Initialisierung automatisiert, und Bewegungseinschränkung verringert. Für Character Animation wird die Robustheit für ungenaue Sensoren erhöht, Hilfe für benutzerdefinierte Gestendefinition geboten, und die Ausdrucksstärke der Animation verbessert. Die wichtigsten Beiträge sind: 1) ein analytisches und differenzierbares Sichtbarkeitsmodell für Rekonstruktionen unter starken Verdeckungen, 2) ein volumetrisches Konturenmodell für automatische Körpermodellinitialisierung in genereller Umgebung, 3) eine Methode zur automatischen Annotation von Posen und Augmentation von Bildern in großen Datenbanken, 4) das Nutzen von Beispielbewegungen für Character Animation, und 5) die Generalisierung und Übertragung von zyklischen Gesten für genaue Charakteranimation. Es wird der gesamte Prozess erweitert, von Motion Capture bis hin zu Charakteranimation. Die Verbesserungen sind für viele interaktive Anwendungen geeignet, innerhalb und außerhalb von virtueller Realität

    From motion capture to interactive virtual worlds : towards unconstrained motion-capture algorithms for real-time performance-driven character animation

    Get PDF
    This dissertation takes performance-driven character animation as a representative application and advances motion capture algorithms and animation methods to meet its high demands. Existing approaches have either coarse resolution and restricted capture volume, require expensive and complex multi-camera systems, or use intrusive suits and controllers. For motion capture, set-up time is reduced using fewer cameras, accuracy is increased despite occlusions and general environments, initialization is automated, and free roaming is enabled by egocentric cameras. For animation, increased robustness enables the use of low-cost sensors input, custom control gesture definition is guided to support novice users, and animation expressiveness is increased. The important contributions are: 1) an analytic and differentiable visibility model for pose optimization under strong occlusions, 2) a volumetric contour model for automatic actor initialization in general scenes, 3) a method to annotate and augment image-pose databases automatically, 4) the utilization of unlabeled examples for character control, and 5) the generalization and disambiguation of cyclical gestures for faithful character animation. In summary, the whole process of human motion capture, processing, and application to animation is advanced. These advances on the state of the art have the potential to improve many interactive applications, within and outside virtual reality.Diese Arbeit befasst sich mit Performance-driven Character Animation, insbesondere werden Motion Capture-Algorithmen entwickelt um den hohen Anforderungen dieser Beispielanwendung gerecht zu werden. Existierende Methoden haben entweder eine geringe Genauigkeit und einen eingeschränkten Aufnahmebereich oder benötigen teure Multi-Kamera-Systeme, oder benutzen störende Controller und spezielle Anzüge. Für Motion Capture wird die Setup-Zeit verkürzt, die Genauigkeit für Verdeckungen und generelle Umgebungen erhöht, die Initialisierung automatisiert, und Bewegungseinschränkung verringert. Für Character Animation wird die Robustheit für ungenaue Sensoren erhöht, Hilfe für benutzerdefinierte Gestendefinition geboten, und die Ausdrucksstärke der Animation verbessert. Die wichtigsten Beiträge sind: 1) ein analytisches und differenzierbares Sichtbarkeitsmodell für Rekonstruktionen unter starken Verdeckungen, 2) ein volumetrisches Konturenmodell für automatische Körpermodellinitialisierung in genereller Umgebung, 3) eine Methode zur automatischen Annotation von Posen und Augmentation von Bildern in großen Datenbanken, 4) das Nutzen von Beispielbewegungen für Character Animation, und 5) die Generalisierung und Übertragung von zyklischen Gesten für genaue Charakteranimation. Es wird der gesamte Prozess erweitert, von Motion Capture bis hin zu Charakteranimation. Die Verbesserungen sind für viele interaktive Anwendungen geeignet, innerhalb und außerhalb von virtueller Realität
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