464 research outputs found

    Body Knowledge and Uncertainty Modeling for Monocular 3D Human Body Reconstruction

    Full text link
    While 3D body reconstruction methods have made remarkable progress recently, it remains difficult to acquire the sufficiently accurate and numerous 3D supervisions required for training. In this paper, we propose \textbf{KNOWN}, a framework that effectively utilizes body \textbf{KNOW}ledge and u\textbf{N}certainty modeling to compensate for insufficient 3D supervisions. KNOWN exploits a comprehensive set of generic body constraints derived from well-established body knowledge. These generic constraints precisely and explicitly characterize the reconstruction plausibility and enable 3D reconstruction models to be trained without any 3D data. Moreover, existing methods typically use images from multiple datasets during training, which can result in data noise (\textit{e.g.}, inconsistent joint annotation) and data imbalance (\textit{e.g.}, minority images representing unusual poses or captured from challenging camera views). KNOWN solves these problems through a novel probabilistic framework that models both aleatoric and epistemic uncertainty. Aleatoric uncertainty is encoded in a robust Negative Log-Likelihood (NLL) training loss, while epistemic uncertainty is used to guide model refinement. Experiments demonstrate that KNOWN's body reconstruction outperforms prior weakly-supervised approaches, particularly on the challenging minority images.Comment: ICCV 202

    End-to-end Weakly-supervised Multiple 3D Hand Mesh Reconstruction from Single Image

    Full text link
    In this paper, we consider the challenging task of simultaneously locating and recovering multiple hands from single 2D image. Previous studies either focus on single hand reconstruction or solve this problem in a multi-stage way. Moreover, the conventional two-stage pipeline firstly detects hand areas, and then estimates 3D hand pose from each cropped patch. To reduce the computational redundancy in preprocessing and feature extraction, we propose a concise but efficient single-stage pipeline. Specifically, we design a multi-head auto-encoder structure for multi-hand reconstruction, where each head network shares the same feature map and outputs the hand center, pose and texture, respectively. Besides, we adopt a weakly-supervised scheme to alleviate the burden of expensive 3D real-world data annotations. To this end, we propose a series of losses optimized by a stage-wise training scheme, where a multi-hand dataset with 2D annotations is generated based on the publicly available single hand datasets. In order to further improve the accuracy of the weakly supervised model, we adopt several feature consistency constraints in both single and multiple hand settings. Specifically, the keypoints of each hand estimated from local features should be consistent with the re-projected points predicted from global features. Extensive experiments on public benchmarks including FreiHAND, HO3D, InterHand2.6M and RHD demonstrate that our method outperforms the state-of-the-art model-based methods in both weakly-supervised and fully-supervised manners

    PHRIT: Parametric Hand Representation with Implicit Template

    Full text link
    We propose PHRIT, a novel approach for parametric hand mesh modeling with an implicit template that combines the advantages of both parametric meshes and implicit representations. Our method represents deformable hand shapes using signed distance fields (SDFs) with part-based shape priors, utilizing a deformation field to execute the deformation. The model offers efficient high-fidelity hand reconstruction by deforming the canonical template at infinite resolution. Additionally, it is fully differentiable and can be easily used in hand modeling since it can be driven by the skeleton and shape latent codes. We evaluate PHRIT on multiple downstream tasks, including skeleton-driven hand reconstruction, shapes from point clouds, and single-view 3D reconstruction, demonstrating that our approach achieves realistic and immersive hand modeling with state-of-the-art performance.Comment: Accepted by ICCV202

    HaMuCo: Hand Pose Estimation via Multiview Collaborative Self-Supervised Learning

    Full text link
    Recent advancements in 3D hand pose estimation have shown promising results, but its effectiveness has primarily relied on the availability of large-scale annotated datasets, the creation of which is a laborious and costly process. To alleviate the label-hungry limitation, we propose a self-supervised learning framework, HaMuCo, that learns a single-view hand pose estimator from multi-view pseudo 2D labels. However, one of the main challenges of self-supervised learning is the presence of noisy labels and the ``groupthink'' effect from multiple views. To overcome these issues, we introduce a cross-view interaction network that distills the single-view estimator by utilizing the cross-view correlated features and enforcing multi-view consistency to achieve collaborative learning. Both the single-view estimator and the cross-view interaction network are trained jointly in an end-to-end manner. Extensive experiments show that our method can achieve state-of-the-art performance on multi-view self-supervised hand pose estimation. Furthermore, the proposed cross-view interaction network can also be applied to hand pose estimation from multi-view input and outperforms previous methods under the same settings.Comment: Accepted to ICCV 2023. Won first place in the HANDS22 Challenge Task 2. Project page: https://zxz267.github.io/HaMuC

    ShapeGraFormer: GraFormer-Based Network for Hand-Object Reconstruction from a Single Depth Map

    Full text link
    3D reconstruction of hand-object manipulations is important for emulating human actions. Most methods dealing with challenging object manipulation scenarios, focus on hands reconstruction in isolation, ignoring physical and kinematic constraints due to object contact. Some approaches produce more realistic results by jointly reconstructing 3D hand-object interactions. However, they focus on coarse pose estimation or rely upon known hand and object shapes. We propose the first approach for realistic 3D hand-object shape and pose reconstruction from a single depth map. Unlike previous work, our voxel-based reconstruction network regresses the vertex coordinates of a hand and an object and reconstructs more realistic interaction. Our pipeline additionally predicts voxelized hand-object shapes, having a one-to-one mapping to the input voxelized depth. Thereafter, we exploit the graph nature of the hand and object shapes, by utilizing the recent GraFormer network with positional embedding to reconstruct shapes from template meshes. In addition, we show the impact of adding another GraFormer component that refines the reconstructed shapes based on the hand-object interactions and its ability to reconstruct more accurate object shapes. We perform an extensive evaluation on the HO-3D and DexYCB datasets and show that our method outperforms existing approaches in hand reconstruction and produces plausible reconstructions for the object

    Identity-Aware Hand Mesh Estimation and Personalization from RGB Images

    Full text link
    Reconstructing 3D hand meshes from monocular RGB images has attracted increasing amount of attention due to its enormous potential applications in the field of AR/VR. Most state-of-the-art methods attempt to tackle this task in an anonymous manner. Specifically, the identity of the subject is ignored even though it is practically available in real applications where the user is unchanged in a continuous recording session. In this paper, we propose an identity-aware hand mesh estimation model, which can incorporate the identity information represented by the intrinsic shape parameters of the subject. We demonstrate the importance of the identity information by comparing the proposed identity-aware model to a baseline which treats subject anonymously. Furthermore, to handle the use case where the test subject is unseen, we propose a novel personalization pipeline to calibrate the intrinsic shape parameters using only a few unlabeled RGB images of the subject. Experiments on two large scale public datasets validate the state-of-the-art performance of our proposed method.Comment: ECCV 2022. Github https://github.com/deyingk/PersonalizedHandMeshEstimatio
    • …
    corecore