35,477 research outputs found

    Head Tracking via Robust Registration in Texture Map Images

    Full text link
    A novel method for 3D head tracking in the presence of large head rotations and facial expression changes is described. Tracking is formulated in terms of color image registration in the texture map of a 3D surface model. Model appearance is recursively updated via image mosaicking in the texture map as the head orientation varies. The resulting dynamic texture map provides a stabilized view of the face that can be used as input to many existing 2D techniques for face recognition, facial expressions analysis, lip reading, and eye tracking. Parameters are estimated via a robust minimization procedure; this provides robustness to occlusions, wrinkles, shadows, and specular highlights. The system was tested on a variety of sequences taken with low quality, uncalibrated video cameras. Experimental results are reported

    A stabilized adaptive appearance changes model for 3D head tracking

    Get PDF
    A simple method is presented for 3D head pose estimation and tracking in monocular image sequences. A generic geometric model is used. The initialization consists of aligning the perspective projection of the geometric model with the subjects head in the initial image. After the initialization, the gray levels from the initial image are mapped onto the visible side of the head model to form a textured object. Only a limited number of points on the object is used allowing real-time performance even on low-end computers. The appearance changes caused by movement in the complex light conditions of a real scene present a big problem for fitting the textured model to the data from new images. Having in mind real human-computer interfaces we propose a simple adaptive appearance changes model that is updated by the measurements from the new images. To stabilize the model we constrain it to some neighborhood of the initial gray values. The neighborhood is defined using some simple heuristic

    Enabling Depth-driven Visual Attention on the iCub Humanoid Robot: Instructions for Use and New Perspectives

    Get PDF
    The importance of depth perception in the interactions that humans have within their nearby space is a well established fact. Consequently, it is also well known that the possibility of exploiting good stereo information would ease and, in many cases, enable, a large variety of attentional and interactive behaviors on humanoid robotic platforms. However, the difficulty of computing real-time and robust binocular disparity maps from moving stereo cameras often prevents from relying on this kind of cue to visually guide robots' attention and actions in real-world scenarios. The contribution of this paper is two-fold: first, we show that the Efficient Large-scale Stereo Matching algorithm (ELAS) by A. Geiger et al. 2010 for computation of the disparity map is well suited to be used on a humanoid robotic platform as the iCub robot; second, we show how, provided with a fast and reliable stereo system, implementing relatively challenging visual behaviors in natural settings can require much less effort. As a case of study we consider the common situation where the robot is asked to focus the attention on one object close in the scene, showing how a simple but effective disparity-based segmentation solves the problem in this case. Indeed this example paves the way to a variety of other similar applications

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

    Full text link
    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
    • …
    corecore