16,882 research outputs found

    Vision-based 3D Pose Retrieval and Reconstruction

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    The people analysis and the understandings of their motions are the key components in many applications like sports sciences, biomechanics, medical rehabilitation, animated movie productions and the game industry. In this context, retrieval and reconstruction of the articulated 3D human poses are considered as the significant sub-elements. In this dissertation, we address the problem of retrieval and reconstruction of the 3D poses from a monocular video or even from a single RGB image. We propose a few data-driven pipelines to retrieve and reconstruct the 3D poses by exploiting the motion capture data as a prior. The main focus of our proposed approaches is to bridge the gap between the separate media of the 3D marker-based recording and the capturing of motions or photographs using a simple RGB camera. In principal, we leverage both media together efficiently for 3D pose estimation. We have shown that our proposed methodologies need not any synchronized 3D-2D pose-image pairs to retrieve and reconstruct the final 3D poses, and are flexible enough to capture motion in any studio-like indoor environment or outdoor natural environment. In first part of the dissertation, we propose model based approaches for full body human motion reconstruction from the video input by employing just 2D joint positions of the four end effectors and the head. We resolve the 3D-2D pose-image cross model correspondence by developing an intermediate container the knowledge base through the motion capture data which contains information about how people move. It includes the 3D normalized pose space and the corresponding synchronized 2D normalized pose space created by utilizing a number of virtual cameras. We first detect and track the features of these five joints from the input motion sequences using SURF, MSER and colorMSER feature detectors, which vote for the possible 2D locations for these joints in the video. The extraction of suitable feature sets from both, the input control signals and the motion capture data, enables us to retrieve the closest instances from the motion capture dataset through employing the fast searching and retrieval techniques. We develop a graphical structure online lazy neighbourhood graph in order to make the similarity search more accurate and robust by deploying the temporal coherence of the input control signals. The retrieved prior poses are exploited further in order to stabilize the feature detection and tracking process. Finally, the 3D motion sequences are reconstructed by a non-linear optimizer that takes into account multiple energy terms. We evaluate our approaches with a series of experiment scenarios designed in terms of performing actors, camera viewpoints and the noisy inputs. Only a little preprocessing is needed by our methods and the reconstruction processes run close to real time. The second part of the dissertation is dedicated to 3D human pose estimation from a monocular single image. First, we propose an efficient 3D pose retrieval strategy which leads towards a novel data driven approach to reconstruct a 3D human pose from a monocular still image. We design and devise multiple feature sets for global similarity search. At runtime, we search for the similar poses from a motion capture dataset in a definite feature space made up of specific joints. We introduce two-fold method for camera estimation, where we exploit the view directions at which we perform sampling of the MoCap dataset as well as the MoCap priors to minimize the projection error. We also benefit from the MoCap priors and the joints' weights in order to learn a low-dimensional local 3D pose model which is constrained further by multiple energies to infer the final 3D human pose. We thoroughly evaluate our approach on synthetically generated examples, the real internet images and the hand-drawn sketches. We achieve state-of-the-arts results when the test and MoCap data are from the same dataset and obtain competitive results when the motion capture data is taken from a different dataset. Second, we propose a dual source approach for 3D pose estimation from a single RGB image. One major challenge for 3D pose estimation from a single RGB image is the acquisition of sufficient training data. In particular, collecting large amounts of training data that contain unconstrained images and are annotated with accurate 3D poses is infeasible. We therefore propose to use two independent training sources. The first source consists of images with annotated 2D poses and the second source consists of accurate 3D motion capture data. To integrate both sources, we propose a dual-source approach that combines 2D pose estimation with efficient and robust 3D pose retrieval. In our experiments, we show that our approach achieves state-of-the-art results and is even competitive when the skeleton structures of the two sources differ substantially. In the last part of the dissertation, we focus on how the different techniques, developed for the human motion capturing, retrieval and reconstruction can be adapted to handle the quadruped motion capture data and which new applications may appear. We discuss some particularities which must be considered during capturing the large animal motions. For retrieval, we derive the suitable feature sets in order to perform fast searches into the MoCap dataset for similar motion segments. At the end, we present a data-driven approach to reconstruct the quadruped motions from the video input data

    Single-Shot Multi-Person 3D Pose Estimation From Monocular RGB

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    We propose a new single-shot method for multi-person 3D pose estimation in general scenes from a monocular RGB camera. Our approach uses novel occlusion-robust pose-maps (ORPM) which enable full body pose inference even under strong partial occlusions by other people and objects in the scene. ORPM outputs a fixed number of maps which encode the 3D joint locations of all people in the scene. Body part associations allow us to infer 3D pose for an arbitrary number of people without explicit bounding box prediction. To train our approach we introduce MuCo-3DHP, the first large scale training data set showing real images of sophisticated multi-person interactions and occlusions. We synthesize a large corpus of multi-person images by compositing images of individual people (with ground truth from mutli-view performance capture). We evaluate our method on our new challenging 3D annotated multi-person test set MuPoTs-3D where we achieve state-of-the-art performance. To further stimulate research in multi-person 3D pose estimation, we will make our new datasets, and associated code publicly available for research purposes.Comment: International Conference on 3D Vision (3DV), 201

    MonoPerfCap: Human Performance Capture from Monocular Video

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    We present the first marker-less approach for temporally coherent 3D performance capture of a human with general clothing from monocular video. Our approach reconstructs articulated human skeleton motion as well as medium-scale non-rigid surface deformations in general scenes. Human performance capture is a challenging problem due to the large range of articulation, potentially fast motion, and considerable non-rigid deformations, even from multi-view data. Reconstruction from monocular video alone is drastically more challenging, since strong occlusions and the inherent depth ambiguity lead to a highly ill-posed reconstruction problem. We tackle these challenges by a novel approach that employs sparse 2D and 3D human pose detections from a convolutional neural network using a batch-based pose estimation strategy. Joint recovery of per-batch motion allows to resolve the ambiguities of the monocular reconstruction problem based on a low dimensional trajectory subspace. In addition, we propose refinement of the surface geometry based on fully automatically extracted silhouettes to enable medium-scale non-rigid alignment. We demonstrate state-of-the-art performance capture results that enable exciting applications such as video editing and free viewpoint video, previously infeasible from monocular video. Our qualitative and quantitative evaluation demonstrates that our approach significantly outperforms previous monocular methods in terms of accuracy, robustness and scene complexity that can be handled.Comment: Accepted to ACM TOG 2018, to be presented on SIGGRAPH 201

    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

    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

    Gait recognition and understanding based on hierarchical temporal memory using 3D gait semantic folding

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    Gait recognition and understanding systems have shown a wide-ranging application prospect. However, their use of unstructured data from image and video has affected their performance, e.g., they are easily influenced by multi-views, occlusion, clothes, and object carrying conditions. This paper addresses these problems using a realistic 3-dimensional (3D) human structural data and sequential pattern learning framework with top-down attention modulating mechanism based on Hierarchical Temporal Memory (HTM). First, an accurate 2-dimensional (2D) to 3D human body pose and shape semantic parameters estimation method is proposed, which exploits the advantages of an instance-level body parsing model and a virtual dressing method. Second, by using gait semantic folding, the estimated body parameters are encoded using a sparse 2D matrix to construct the structural gait semantic image. In order to achieve time-based gait recognition, an HTM Network is constructed to obtain the sequence-level gait sparse distribution representations (SL-GSDRs). A top-down attention mechanism is introduced to deal with various conditions including multi-views by refining the SL-GSDRs, according to prior knowledge. The proposed gait learning model not only aids gait recognition tasks to overcome the difficulties in real application scenarios but also provides the structured gait semantic images for visual cognition. Experimental analyses on CMU MoBo, CASIA B, TUM-IITKGP, and KY4D datasets show a significant performance gain in terms of accuracy and robustness

    Keep it SMPL: Automatic Estimation of 3D Human Pose and Shape from a Single Image

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    We describe the first method to automatically estimate the 3D pose of the human body as well as its 3D shape from a single unconstrained image. We estimate a full 3D mesh and show that 2D joints alone carry a surprising amount of information about body shape. The problem is challenging because of the complexity of the human body, articulation, occlusion, clothing, lighting, and the inherent ambiguity in inferring 3D from 2D. To solve this, we first use a recently published CNN-based method, DeepCut, to predict (bottom-up) the 2D body joint locations. We then fit (top-down) a recently published statistical body shape model, called SMPL, to the 2D joints. We do so by minimizing an objective function that penalizes the error between the projected 3D model joints and detected 2D joints. Because SMPL captures correlations in human shape across the population, we are able to robustly fit it to very little data. We further leverage the 3D model to prevent solutions that cause interpenetration. We evaluate our method, SMPLify, on the Leeds Sports, HumanEva, and Human3.6M datasets, showing superior pose accuracy with respect to the state of the art.Comment: To appear in ECCV 201

    GANerated Hands for Real-time 3D Hand Tracking from Monocular RGB

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    We address the highly challenging problem of real-time 3D hand tracking based on a monocular RGB-only sequence. Our tracking method combines a convolutional neural network with a kinematic 3D hand model, such that it generalizes well to unseen data, is robust to occlusions and varying camera viewpoints, and leads to anatomically plausible as well as temporally smooth hand motions. For training our CNN we propose a novel approach for the synthetic generation of training data that is based on a geometrically consistent image-to-image translation network. To be more specific, we use a neural network that translates synthetic images to "real" images, such that the so-generated images follow the same statistical distribution as real-world hand images. For training this translation network we combine an adversarial loss and a cycle-consistency loss with a geometric consistency loss in order to preserve geometric properties (such as hand pose) during translation. We demonstrate that our hand tracking system outperforms the current state-of-the-art on challenging RGB-only footage
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