1,718 research outputs found

    Learning to Reconstruct People in Clothing from a Single RGB Camera

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    We present a learning-based model to infer the personalized 3D shape of people from a few frames (1-8) of a monocular video in which the person is moving, in less than 10 seconds with a reconstruction accuracy of 5mm. Our model learns to predict the parameters of a statistical body model and instance displacements that add clothing and hair to the shape. The model achieves fast and accurate predictions based on two key design choices. First, by predicting shape in a canonical T-pose space, the network learns to encode the images of the person into pose-invariant latent codes, where the information is fused. Second, based on the observation that feed-forward predictions are fast but do not always align with the input images, we predict using both, bottom-up and top-down streams (one per view) allowing information to flow in both directions. Learning relies only on synthetic 3D data. Once learned, the model can take a variable number of frames as input, and is able to reconstruct shapes even from a single image with an accuracy of 6mm. Results on 3 different datasets demonstrate the efficacy and accuracy of our approach

    Skeleton Driven Non-rigid Motion Tracking and 3D Reconstruction

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    This paper presents a method which can track and 3D reconstruct the non-rigid surface motion of human performance using a moving RGB-D camera. 3D reconstruction of marker-less human performance is a challenging problem due to the large range of articulated motions and considerable non-rigid deformations. Current approaches use local optimization for tracking. These methods need many iterations to converge and may get stuck in local minima during sudden articulated movements. We propose a puppet model-based tracking approach using skeleton prior, which provides a better initialization for tracking articulated movements. The proposed approach uses an aligned puppet model to estimate correct correspondences for human performance capture. We also contribute a synthetic dataset which provides ground truth locations for frame-by-frame geometry and skeleton joints of human subjects. Experimental results show that our approach is more robust when faced with sudden articulated motions, and provides better 3D reconstruction compared to the existing state-of-the-art approaches.Comment: Accepted in DICTA 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

    Parametric region-based foreround segmentation in planar and multi-view sequences

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    Foreground segmentation in video sequences is an important area of the image processing that attracts great interest among the scientist community, since it makes possible the detection of the objects that appear in the sequences under analysis, and allows us to achieve a correct performance of high level applications which use foreground segmentation as an initial step. The current Ph.D. thesis entitled Parametric Region-Based Foreground Segmentation in Planar and Multi-View Sequences details, in the following pages, the research work carried out within this eld. In this investigation, we propose to use parametric probabilistic models at pixel-wise and region level in order to model the di erent classes that are involved in the classi cation process of the di erent regions of the image: foreground, background and, in some sequences, shadow. The development is presented in the following chapters as a generalization of the techniques proposed for objects segmentation in 2D planar sequences to 3D multi-view environment, where we establish a cooperative relationship between all the sensors that are recording the scene. Hence, di erent scenarios have been analyzed in this thesis in order to improve the foreground segmentation techniques: In the first part of this research, we present segmentation methods appropriate for 2D planar scenarios. We start dealing with foreground segmentation in static camera sequences, where a system that combines pixel-wise background model with region-based foreground and shadow models is proposed in a Bayesian classi cation framework. The research continues with the application of this method to moving camera scenarios, where the Bayesian framework is developed between foreground and background classes, both characterized with region-based models, in order to obtain a robust foreground segmentation for this kind of sequences. The second stage of the research is devoted to apply these 2D techniques to multi-view acquisition setups, where several cameras are recording the scene at the same time. At the beginning of this section, we propose a foreground segmentation system for sequences recorded by means of color and depth sensors, which combines di erent probabilistic models created for the background and foreground classes in each one of the views, by taking into account the reliability that each sensor presents. The investigation goes ahead by proposing foreground segregation methods for multi-view smart room scenarios. In these sections, we design two systems where foreground segmentation and 3D reconstruction are combined in order to improve the results of each process. The proposals end with the presentation of a multi-view segmentation system where a foreground probabilistic model is proposed in the 3D space to gather all the object information that appears in the views. The results presented in each one of the proposals show that the foreground segmentation and also the 3D reconstruction can be improved, in these scenarios, by using parametric probabilistic models for modeling the objects to segment, thus introducing the information of the object in a Bayesian classi cation framework.La segmentaci on de objetos de primer plano en secuencias de v deo es una importante area del procesado de imagen que despierta gran inter es por parte de la comunidad cient ca, ya que posibilita la detecci on de objetos que aparecen en las diferentes secuencias en an alisis, y permite el buen funcionamiento de aplicaciones de alto nivel que utilizan esta segmentaci on obtenida como par ametro de entrada. La presente tesis doctoral titulada Parametric Region-Based Foreground Segmentation in Planar and Multi-View Sequences detalla, en las p aginas que siguen, el trabajo de investigaci on desarrollado en este campo. En esta investigaci on se propone utilizar modelos probabil sticos param etricos a nivel de p xel y a nivel de regi on para modelar las diferentes clases que participan en la clasi caci on de las regiones de la imagen: primer plano, fondo y en seg un que secuencias, las regiones de sombra. El desarrollo se presenta en los cap tulos que siguen como una generalizaci on de t ecnicas propuestas para la segmentaci on de objetos en secuencias 2D mono-c amara, al entorno 3D multi-c amara, donde se establece la cooperaci on de los diferentes sensores que participan en la grabaci on de la escena. De esta manera, diferentes escenarios han sido estudiados con el objetivo de mejorar las t ecnicas de segmentaci on para cada uno de ellos: En la primera parte de la investigaci on, se presentan m etodos de segmentaci on para escenarios monoc amara. Concretamente, se comienza tratando la segmentaci on de primer plano para c amara est atica, donde se propone un sistema completo basado en la clasi caci on Bayesiana entre el modelo a nivel de p xel de nido para modelar el fondo, y los modelos a nivel de regi on creados para modelar los objetos de primer plano y la sombra que cada uno de ellos proyecta. La investigaci on prosigue con la aplicaci on de este m etodo a secuencias grabadas mediante c amara en movimiento, donde la clasi caci on Bayesiana se plantea entre las clases de fondo y primer plano, ambas caracterizadas con modelos a nivel de regi on, con el objetivo de obtener una segmentaci on robusta para este tipo de secuencias. La segunda parte de la investigaci on, se centra en la aplicaci on de estas t ecnicas mono-c amara a entornos multi-vista, donde varias c amaras graban conjuntamente la misma escena. Al inicio de dicho apartado, se propone una segmentaci on de primer plano en secuencias donde se combina una c amara de color con una c amara de profundidad en una clasi caci on que combina los diferentes modelos probabil sticos creados para el fondo y el primer plano en cada c amara, a partir de la fi abilidad que presenta cada sensor. La investigaci on prosigue proponiendo m etodos de segmentaci on de primer plano para entornos multi-vista en salas inteligentes. En estos apartados se diseñan dos sistemas donde la segmentaci on de primer plano y la reconstrucci on 3D se combinan para mejorar los resultados de cada uno de estos procesos. Las propuestas fi nalizan con la presentaci on de un sistema de segmentaci on multi-c amara donde se centraliza la informaci on del objeto a segmentar mediante el diseño de un modelo probabil stico 3D. Los resultados presentados en cada uno de los sistemas, demuestran que la segmentacion de primer plano y la reconstrucci on 3D pueden verse mejorados en estos escenarios mediante el uso de modelos probabilisticos param etricos para modelar los objetos a segmentar, introduciendo as la informaci on disponible del objeto en un marco de clasi caci on Bayesiano

    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

    3D Hand reconstruction from monocular camera with model-based priors

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    As virtual and augmented reality (VR/AR) technology gains popularity, facilitating intuitive digital interactions in 3D is of crucial importance. Tools such as VR controllers exist, but such devices support only a limited range of interactions, mapped onto complex sequences of button presses that can be intimidating to learn. In contrast, users already have an instinctive understanding of manual interactions in the real world, which is readily transferable to the virtual world. This makes hands the ideal mode of interaction for down-stream applications such as robotic teleoperation, sign-language translation, and computer-aided design. Existing hand-tracking systems come with several inconvenient limitations. Wearable solutions such as gloves and markers unnaturally limit the range of articulation. Multi-camera systems are not trivial to calibrate and have specialized hardware requirements which make them cumbersome to use. Given these drawbacks, recent research tends to focus on monocular inputs, as these do not constrain articulation and suitable devices are pervasive in everyday life. 3D reconstruction in this setting is severely under-constrained, however, due to occlusions and depth ambiguities. The majority of state-of-the-art works rely on a learning framework to resolve these ambiguities statistically; as a result they have several limitations in common. For example, they require a vast amount of annotated 3D data that is labor intensive to obtain and prone to systematic error. Additionally, traits that are hard to quantify with annotations - the details of individual hand appearance - are difficult to reconstruct in such a framework. Existing methods also make the simplifying assumption that only a single hand is present in the scene. Two-hand interactions introduce additional challenges, however, in the form of inter-hand occlusion, left-right confusion, and collision constraints, that single hand methods cannot address. To tackle the aforementioned shortcomings of previous methods, this thesis advances the state-of-the-art through the novel use of model-based priors to incorporate hand-specific knowledge. In particular, this thesis presents a training method that reduces the amount of annotations required and is robust to systemic biases; it presents the first tracking method that addresses the challenging two-hand-interaction scenario using monocular RGB video, and also the first probabilistic method to model image ambiguity for two-hand interactions. Additionally, this thesis also contributes the first parametric hand texture model with example applications in hand personalization.Virtual- und Augmented-Reality-Technologien (VR/AR) gewinnen rapide an Beliebtheit und Einfluss, und so ist die Erleichterung intuitiver digitaler Interaktionen in 3D von wachsender Bedeutung. Zwar gibt es Tools wie VR-Controller, doch solche Geräte unterstützen nur ein begrenztes Spektrum an Interaktionen, oftmals abgebildet auf komplexe Sequenzen von Tastendrücken, deren Erlernen einschüchternd sein kann. Im Gegensatz dazu haben Nutzer bereits ein instinktives Verständnis für manuelle Interaktionen in der realen Welt, das sich leicht auf die virtuelle Welt übertragen lässt. Dies macht Hände zum idealen Werkzeug der Interaktion für nachgelagerte Anwendungen wie robotergestützte Teleoperation, Übersetzung von Gebärdensprache und computergestütztes Design. Existierende Hand-Tracking Systeme leiden unter mehreren unbequemen Einschränkungen. Tragbare Lösungen wie Handschuhe und aufgesetzte Marker schränken den Bewegungsspielraum auf unnatürliche Weise ein. Systeme mit mehreren Kameras erfordern genaue Kalibrierung und haben spezielle Hardwareanforderungen, die ihre Anwendung umständlich gestalten. Angesichts dieser Nachteile konzentriert sich die neuere Forschung tendenziell auf monokularen Input, da so Bewegungsabläufe nicht gestört werden und geeignete Geräte im Alltag allgegenwärtig sind. Die 3D-Rekonstruktion in diesem Kontext stößt jedoch aufgrund von Okklusionen und Tiefenmehrdeutigkeiten schnell an ihre Grenzen. Die Mehrheit der Arbeiten auf dem neuesten Stand der Technik setzt hierbei auf ein ML-Framework, um diese Mehrdeutigkeiten statistisch aufzulösen; infolgedessen haben all diese mehrere Einschränkungen gemein. Beispielsweise benötigen sie eine große Menge annotierter 3D-Daten, deren Beschaffung arbeitsintensiv und anfällig für systematische Fehler ist. Darüber hinaus sind Merkmale, die mit Anmerkungen nur schwer zu quantifizieren sind – die Details des individuellen Erscheinungsbildes – in einem solchen Rahmen schwer zu rekonstruieren. Bestehende Verfahren gehen auch vereinfachend davon aus, dass nur eine einzige Hand in der Szene vorhanden ist. Zweihand-Interaktionen bringen jedoch zusätzliche Herausforderungen in Form von Okklusion der Hände untereinander, Links-Rechts-Verwirrung und Kollisionsbeschränkungen mit sich, die Einhand-Methoden nicht bewältigen können. Um die oben genannten Mängel früherer Methoden anzugehen, bringt diese Arbeit den Stand der Technik durch die neuartige Verwendung modellbasierter Priors voran, um Hand-spezifisches Wissen zu integrieren. Insbesondere stellt diese Arbeit eine Trainingsmethode vor, die die Menge der erforderlichen Annotationen reduziert und robust gegenüber systemischen Verzerrungen ist; es wird die erste Tracking-Methode vorgestellt, die das herausfordernde Zweihand-Interaktionsszenario mit monokularem RGB-Video angeht, und auch die erste probabilistische Methode zur Modellierung der Bildmehrdeutigkeit für Zweihand-Interaktionen. Darüber hinaus trägt diese Arbeit auch das erste parametrische Handtexturmodell mit Beispielanwendungen in der Hand-Personalisierung bei
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