3,870 research outputs found
Real-Time Human Motion Capture with Multiple Depth Cameras
Commonly used human motion capture systems require intrusive attachment of
markers that are visually tracked with multiple cameras. In this work we
present an efficient and inexpensive solution to markerless motion capture
using only a few Kinect sensors. Unlike the previous work on 3d pose estimation
using a single depth camera, we relax constraints on the camera location and do
not assume a co-operative user. We apply recent image segmentation techniques
to depth images and use curriculum learning to train our system on purely
synthetic data. Our method accurately localizes body parts without requiring an
explicit shape model. The body joint locations are then recovered by combining
evidence from multiple views in real-time. We also introduce a dataset of ~6
million synthetic depth frames for pose estimation from multiple cameras and
exceed state-of-the-art results on the Berkeley MHAD dataset.Comment: Accepted to computer robot vision 201
3D human pose estimation from depth maps using a deep combination of poses
Many real-world applications require the estimation of human body joints for
higher-level tasks as, for example, human behaviour understanding. In recent
years, depth sensors have become a popular approach to obtain three-dimensional
information. The depth maps generated by these sensors provide information that
can be employed to disambiguate the poses observed in two-dimensional images.
This work addresses the problem of 3D human pose estimation from depth maps
employing a Deep Learning approach. We propose a model, named Deep Depth Pose
(DDP), which receives a depth map containing a person and a set of predefined
3D prototype poses and returns the 3D position of the body joints of the
person. In particular, DDP is defined as a ConvNet that computes the specific
weights needed to linearly combine the prototypes for the given input. We have
thoroughly evaluated DDP on the challenging 'ITOP' and 'UBC3V' datasets, which
respectively depict realistic and synthetic samples, defining a new
state-of-the-art on them.Comment: Accepted for publication at "Journal of Visual Communication and
Image Representation
Supervised Autonomous Locomotion and Manipulation for Disaster Response with a Centaur-like Robot
Mobile manipulation tasks are one of the key challenges in the field of
search and rescue (SAR) robotics requiring robots with flexible locomotion and
manipulation abilities. Since the tasks are mostly unknown in advance, the
robot has to adapt to a wide variety of terrains and workspaces during a
mission. The centaur-like robot Centauro has a hybrid legged-wheeled base and
an anthropomorphic upper body to carry out complex tasks in environments too
dangerous for humans. Due to its high number of degrees of freedom, controlling
the robot with direct teleoperation approaches is challenging and exhausting.
Supervised autonomy approaches are promising to increase quality and speed of
control while keeping the flexibility to solve unknown tasks. We developed a
set of operator assistance functionalities with different levels of autonomy to
control the robot for challenging locomotion and manipulation tasks. The
integrated system was evaluated in disaster response scenarios and showed
promising performance.Comment: In Proceedings of IEEE/RSJ International Conference on Intelligent
Robots and Systems (IROS), Madrid, Spain, October 201
A discrete Reeb graph approach for the segmentation of human body scans
Segmentation of 3D human body (HB) scan is a very challenging problem in applications exploiting human scan data. To tackle this problem, we propose a topological approach based on discrete Reeb graph (DRG) which is an extension of the classical Reeb graph to unorganized cloud of 3D points. The essence of the approach is detecting critical nodes in the DRG thus permitting the extraction of branches that represent the body parts. Because the human body shape representation is built upon global topological features that are preserved so long as the whole structure of the human body does not change, our approach is quite robust against noise, holes, irregular sampling, moderate reference change and posture variation. Experimental results performed on real scan data demonstrate the validity of our method
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LEARNING TO RIG CHARACTERS
With the emergence of 3D virtual worlds, 3D social media, and massive online games, the need for diverse, high-quality, animation-ready characters and avatars is greater than ever. To animate characters, artists hand-craft articulation structures, such as animation skeletons and part deformers, which require significant amount of manual and laborious interaction with 2D/3D modeling interfaces. This thesis presents deep learning methods that are able to significantly automate the process of character rigging.
First, the thesis introduces RigNet, a method capable of predicting an animation skeleton for an input static 3D shape in the form of a polygon mesh. The predicted skeletons match the animator expectations in joint placement and topology. RigNet also estimates surface skin weights which determine how the mesh is animated given the different skeletal poses. In contrast to prior work that fits pre-defined skeletal templates with hand-tuned objectives, RigNet is able to automatically rig diverse characters, such as humanoids, quadrupeds, toys, birds, with varying articulation structure and geometry. RigNet is based on a deep neural architecture that directly operates on the mesh representation. The architecture is trained on a diverse dataset of rigged models that we mined online and curated. The dataset includes 2.7K polygon meshes, along with their associated skeletons and corresponding skin weights.
Second, the thesis introduces Morig, a method that automatically rigs character meshes driven by single-view point cloud streams capturing the motion of performing characters. Compared to RigNet, MoRig\u27s rigging is \emph{motion-aware}: its neural network encodes motion cues from the point clouds into compact feature representations that are informative about the articulated parts of the performing character. These motion-aware features guide the inference of an appropriate skeletal rig for the input mesh. Furthermore, Morig is able to animate the rig according to the captured point cloud motion. Morig can handle diverse characters with different morphologies (e.g., humanoids, quadrupeds, toy characters). It also accounts for occluded regions in the point clouds and mismatches in the part proportions between the input mesh and captured character.
Third, the thesis introduces APES, a method that takes as input 2D raster images depicting a small set of poses of a character shown in a sprite sheet, and identifies articulated parts useful for rigging the character. APES uses a combination of neural network inference and integer linear programming to identify a compact set of articulated body parts, e.g. head, torso and limbs, that best reconstruct the input poses. Compared to Morig and RigNet that require a large collection of training models with associated skeletons and skinning weights, APES\u27 neural architecture relies on less effortful supervision from (i) pixel correspondences readily available in existing large cartoon image datasets (e.g., Creative Flow), (ii) a relatively small dataset of 57 cartoon characters segmented into moving parts.
Finally, the thesis discusses future research directions related to combining neural rigging with 3D and 4D reconstruction of characters from point cloud data and 2D video as well as automating the process of motion synthesis for 3D characters
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