Crucial to the success of training a depth-based 3D hand pose estimator (HPE) is the availability of comprehensive datasets covering diverse camera perspectives, shapes, and pose variations. However, collecting such annotated datasets is challenging. We propose to complete existing databases by generating new database entries. The key idea is to synthesize data in the skeleton space (instead of doing so in the depth-map space) which enables an easy and intuitive way of manipulating data entries. Since the skeleton entries generated in this way do not have the corresponding depth map entries, we exploit them by training a separate hand pose generator (HPG) which synthesizes the depth map from the skeleton entries. By training the HPG and HPE in a single unified optimization framework enforcing that 1) the HPE agrees with the paired depth and skeleton entries; and 2) the HPG-HPE combination satisfies the cyclic consistency (both the input and the output of HPG-HPE are skeletons) observed via the newly generated unpaired skeletons, our algorithm constructs a HPE which is robust to variations that go beyond the coverage of the existing database. Our training algorithm adopts the generative adversarial networks (GAN) training process. As a by-product, we obtain a hand pose discriminator (HPD) that is capable of picking out realistic hand poses. Our algorithm exploits this capability to refine the initial skeleton estimates in testing, further improving the accuracy. We test our algorithm on four challenging benchmark datasets (ICVL, MSRA, NYU and Big Hand 2.2M datasets) and demonstrate that our approach outperforms or is on par with state-of-the-art methods quantitatively and qualitatively.
Univ. Lille(里尔大学);CNRS(法国国家科学研究中心);Inria(法国国家信息与自动化研究所);Centrale Lille(里尔中央理工学院);IMT Nord Europe(法国国立里尔杜埃高等矿业电信学院);Institut Mines-Télécom(法国矿业电信学院)
In this work we propose a novel solution for 3D skeleton-based human motion prediction. The objective of this task consists in forecasting future human poses based on a prior skeleton pose sequence. This involves solving two main challenges still present in recent literature; (1) discontinuity of the predicted motion which results in unrealistic motions and (2) performance deterioration in long-term horizons resulting from error accumulation across time. We tackle these issues by using a compact manifold-valued representation of 3D human skeleton motion. Specifically, we model the temporal evo…
Structured representations such as keypoints are widely used in pose transfer, conditional image generation, animation, and 3D reconstruction. However, their supervised learning requires expensive annotation for each target domain. We propose a self-supervised method that learns to disentangle object structure from the appearance with a graph of 2D keypoints linked by straight edges. Both the keypoint location and their pairwise edge weights are learned, given only a collection of images depicting the same object class. The resulting graph is interpretable, for example, AutoLink recovers the h…
Controllable Complex Human Motion Video Generation via Text-to-Skeleton Cascades
Department of Computer Science and Software Engineering, The University of Western Australia(计算机科学与软件工程系,西澳大学);Munich Center for Machine Learning (MCML) and Technical University of Munich (TUM)(慕尼黑机器学习中心(MCML)和技术大学慕尼黑(TUM));School of Information Technology, Murdoch University(信息科技学院,墨尔本大学);Department of Electrical, Electronics and Computer Engineering, The University of Western Australia(电子、电子与计算机工程系,西澳大学)
In this paper, we propose a novel approach to convert given speech audio to a photo-realistic speaking video of a specific person, where the output video has synchronized, realistic, and expressive rich body dynamics. We achieve this by first generating 3D skeleton movements from the audio sequence using a recurrent neural network (RNN), and then synthesizing the output video via a conditional generative adversarial network (GAN). To make the skeleton movement realistic and expressive, we embed the knowledge of an articulated 3D human skeleton and a learned dictionary of personal speech iconic…
Institut de Robòtica i Informàtica Industrial, CSIC-UPC(机器人与工业信息研究所(CSIC-UPC));University of Bonn(波恩大学)
We propose a Generative Adversarial Network (GAN) to forecast 3D human motion given a sequence of past 3D skeleton poses. While recent GANs have shown promising results, they can only forecast plausible motion over relatively short periods of time (few hundred milliseconds) and typically ignore the absolute position of the skeleton w.r.t. the camera. Our scheme provides long term predictions (two seconds or more) for both the body pose and its absolute position. Our approach builds upon three main contributions. First, we represent the data using a spatio-temporal tensor of 3D skeleton coordin…
Dynamic hand gesture recognition has attracted increasing interests because of its importance for human computer interaction. In this paper, we propose a new motion feature augmented recurrent neural network for skeleton-based dynamic hand gesture recognition. Finger motion features are extracted to describe finger movements and global motion features are utilized to represent the global movement of hand skeleton. These motion features are then fed into a bidirectional recurrent neural network (RNN) along with the skeleton sequence, which can augment the motion features for RNN and improve the…
We present a learning-based approach with pose perceptual loss for automatic music video generation. Our method can produce a realistic dance video that conforms to the beats and rhymes of almost any given music. To achieve this, we firstly generate a human skeleton sequence from music and then apply the learned pose-to-appearance mapping to generate the final video. In the stage of generating skeleton sequences, we utilize two discriminators to capture different aspects of the sequence and propose a novel pose perceptual loss to produce natural dances. Besides, we also provide a new cross-mod…
Graph convolutional networks (GCNs) have been very successful in modeling non-Euclidean data structures, like sequences of body skeletons forming actions modeled as spatio-temporal graphs. Most GCN-based action recognition methods use deep feed-forward networks with high computational complexity to process all skeletons in an action. This leads to a high number of floating point operations (ranging from 16G to 100G FLOPs) to process a single sample, making their adoption in restricted computation application scenarios infeasible. In this paper, we propose a temporal attention module (TAM) for …
National Institute of Advanced Industrial Science and Technology (AIST)(国立先进工业科学技术研究所(AIST));CNRS-AIST JRL (Joint Robotics Laboratory), UMI3218/RL(法国国家科学研究中心-国立先进工业科学技术研究所联合机器人实验室(UMI3218/RL))
In this paper, we present Skeleton Transformer Networks (SkeletonNet), an end-to-end framework that can predict not only 3D joint positions but also 3D angular pose (bone rotations) of a human skeleton from a single color image. This in turn allows us to generate skinned mesh animations. Here, we propose a two-step regression approach. The first step regresses bone rotations in order to obtain an initial solution by considering skeleton structure. The second step performs refinement based on heatmap regressor using a 3D pose representation called cross heatmap which stacks heatmaps of xy and z…
Action recognition via 3D skeleton data is an emerging important topic in these years. Most existing methods either extract hand-crafted descriptors or learn action representations by supervised learning paradigms that require massive labeled data. In this paper, we for the first time propose a contrastive action learning paradigm named AS-CAL that can leverage different augmentations of unlabeled skeleton data to learn action representations in an unsupervised manner. Specifically, we first propose to contrast similarity between augmented instances (query and key) of the input skeleton sequen…
Despite recent success on 2D human pose estimation, 3D human pose estimation still remains an open problem. A key challenge is the ill-posed depth ambiguity nature. This paper presents a novel intermediate feature representation named skeleton map for regression. It distills structural context from irrelavant properties of RGB image e.g. illumination and texture. It is simple, clean and can be easily generated via deconvolution network. For the first time, we show that training regression network from skeleton map alone is capable of meeting the performance of state-of-theart 3D human pose est…
University of Salerno(萨莱诺大学);University of Groningen(格罗宁根大学)
Pose detection is one of the fundamental steps for the recognition of human actions. In this paper we propose a novel trainable detector for recognizing human poses based on the analysis of the skeleton. The main idea is that a skeleton pose can be described by the spatial arrangements of its joints. Starting from this consideration, we propose a trainable pose detector, that can be configured on a prototype skeleton in an automatic configuration process. The result of the configuration is a model of the position of the joints in the concerned skeleton. In the application phase, the joint posi…
Deep learning-based 3D human pose estimation performs best when trained on large amounts of labeled data, making combined learning from many datasets an important research direction. One obstacle to this endeavor are the different skeleton formats provided by different datasets, i.e., they do not label the same set of anatomical landmarks. There is little prior research on how to best supervise one model with such discrepant labels. We show that simply using separate output heads for different skeletons results in inconsistent depth estimates and insufficient information sharing across skeleto…
Human Action Recognition is an important task of Human Robot Interaction as cooperation between robots and humans requires that artificial agents recognise complex cues from the environment. A promising approach is using trained classifiers to recognise human actions through sequences of skeleton poses extracted from images or RGB-D data from a sensor. However, with many different data-sets focused on slightly different sets of actions and different algorithms it is not clear which strategy produces highest accuracy for indoor activities performed in a home environment. This work discussed, te…
With the advances in capturing 2D or 3D skeleton data, skeleton-based action recognition has received an increasing interest over the last years. As skeleton data is commonly represented by graphs, graph convolutional networks have been proposed for this task. While current graph convolutional networks accurately recognize actions, they are too expensive for robotics applications where limited computational resources are available. In this paper, we therefore propose a highly efficient graph convolutional network that addresses the limitations of previous works. This is achieved by a parallel …
With increasing applications of 3D hand pose estimation in various human-computer interaction applications, convolution neural networks (CNNs) based estimation models have been actively explored. However, the existing models require complex architectures or redundant computational resources to trade with the acceptable accuracy. To tackle this limitation, this paper proposes HandFoldingNet, an accurate and efficient hand pose estimator that regresses the hand joint locations from the normalized 3D hand point cloud input. The proposed model utilizes a folding-based decoder that folds a given 2D…
How does one represent an action? How does one describe an action that we have never seen before? Such questions are addressed by the Zero Shot Learning paradigm, where a model is trained on only a subset of classes and is evaluated on its ability to correctly classify an example from a class it has never seen before. In this work, we present a body pose based zero shot action recognition network and demonstrate its performance on the NTU RGB-D dataset. Our model learns to jointly encapsulate visual similarities based on pose features of the action performer as well as similarities in the natu…
Key Laboratory of Machine Perception, Shenzhen Graduate School, Peking University(北京大学深圳研究生院机器感知重点实验室);The School of Intelligent Systems Engineering, Sun Yat-sen University(中山大学智能系统工程学院)
In recent years, self-supervised representation learning for skeleton-based action recognition has been developed with the advance of contrastive learning methods. The existing contrastive learning methods use normal augmentations to construct similar positive samples, which limits the ability to explore novel movement patterns. In this paper, to make better use of the movement patterns introduced by extreme augmentations, a Contrastive Learning framework utilizing Abundant Information Mining for self-supervised action Representation (AimCLR) is proposed. First, the extreme augmentations and t…
Inria(法国国家信息与自动化研究所);Université Côte d’Azur(蔚蓝海岸大学);Toyota Motor Europe(丰田汽车欧洲公司)
Action recognition based on skeleton data has recently witnessed increasing attention and progress. State-of-the-art approaches adopting Graph Convolutional networks (GCNs) can effectively extract features on human skeletons relying on the pre-defined human topology. Despite associated progress, GCN-based methods have difficulties to generalize across domains, especially with different human topological structures. In this context, we introduce UNIK, a novel skeleton-based action recognition method that is not only effective to learn spatio-temporal features on human skeleton sequences but als…
Existing RGB-based 2D hand pose estimation methods learn the joint locations from a single resolution, which is not suitable for different hand sizes. To tackle this problem, we propose a new deep learning-based framework that consists of two main modules. The former presents a segmentation-based approach to detect the hand skeleton and localize the hand bounding box. The second module regresses the 2D joint locations through a multi-scale heatmap regression approach that exploits the predicted hand skeleton as a constraint to guide the model. Furthermore, we construct a new dataset that is su…
Estimating 3D poses and shapes in the form of meshes from monocular RGB images is challenging. Obviously, it is more difficult than estimating 3D poses only in the form of skeletons or heatmaps. When interacting persons are involved, the 3D mesh reconstruction becomes more challenging due to the ambiguity introduced by person-to-person occlusions. To tackle the challenges, we propose a coarse-to-fine pipeline that benefits from 1) inverse kinematics from the occlusion-robust 3D skeleton estimation and 2) Transformer-based relation-aware refinement techniques. In our pipeline, we first obtain o…
Amazon Lab126(亚马逊Lab126);Georgia Institute of Technology(佐治亚理工学院)
We present an unsupervised learning approach to recover 3D human pose from 2D skeletal joints extracted from a single image. Our method does not require any multi-view image data, 3D skeletons, correspondences between 2D-3D points, or use previously learned 3D priors during training. A lifting network accepts 2D landmarks as inputs and generates a corresponding 3D skeleton estimate. During training, the recovered 3D skeleton is reprojected on random camera viewpoints to generate new "synthetic" 2D poses. By lifting the synthetic 2D poses back to 3D and re-projecting them in the original camera…
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Saarland University(萨尔兰大学);Adobe Research(Adobe研究院);University of Tübingen(图宾根大学)
We present the first method that automatically transfers poses between stylized 3D characters without skeletal rigging. In contrast to previous attempts to learn pose transformations on fixed or topology-equivalent skeleton templates, our method focuses on a novel scenario to handle skeleton-free characters with diverse shapes, topologies, and mesh connectivities. The key idea of our method is to represent the characters in a unified articulation model so that the pose can be transferred through the correspondent parts. To achieve this, we propose a novel pose transfer network that predicts th…
Graph convolutional networks (GCNs), which can model the human body skeletons as spatial and temporal graphs, have shown remarkable potential in skeleton-based action recognition. However, in the existing GCN-based methods, graph-structured representation of the human skeleton makes it difficult to be fused with other modalities, especially in the early stages. This may limit their scalability and performance in action recognition tasks. In addition, the pose information, which naturally contains informative and discriminative clues for action recognition, is rarely explored together with skel…
Drones have become a common tool, which is utilized in many tasks such as aerial photography, surveillance, and delivery. However, operating a drone requires more and more interaction with the user. A natural and safe method for Human-Drone Interaction (HDI) is using gestures. In this paper, we introduce an HDI framework building upon skeleton-based pose estimation. Our framework provides the functionality to control the movement of the drone with simple arm gestures and to follow the user while keeping a safe distance. We also propose a monocular distance estimation method, which is entirely …
We present a method for estimating pose information from a single depth image given an arbitrary kinematic structure without prior training. For an arbitrary skeleton and depth image, an evolutionary algorithm is used to find the optimal kinematic configuration to explain the observed image. Results show that our approach can correctly estimate poses of 39 and 78 degree-of-freedom models from a single depth image, even in cases of significant self-occlusion.
The Chinese University of Hong Kong(香港中文大学);DAMO Academy, Alibaba Group(阿里巴巴集团达摩院);Nanyang Technological University(南洋理工大学);The Hong Kong Polytechnic University(香港理工大学)
Graph convolutional networks have significantly improved 3D human pose estimation by representing the human skeleton as an undirected graph. However, this representation fails to reflect the articulated characteristic of human skeletons as the hierarchical orders among the joints are not explicitly presented. In this paper, we propose to represent the human skeleton as a directed graph with the joints as nodes and bones as edges that are directed from parent joints to child joints. By so doing, the directions of edges can explicitly reflect the hierarchical relationships among the nodes. Based…
A Study on the Matching Rate of Dance Movements Using 2D Skeleton Detection and 3D Pose Estimation: Why Is SEVENTEEN's Performance So Bita-Zoroi (Perfectly Synchronized)?
Gait recognition is a promising video-based biometric for identifying individual walking patterns from a long distance. At present, most gait recognition methods use silhouette images to represent a person in each frame. However, silhouette images can lose fine-grained spatial information, and most papers do not regard how to obtain these silhouettes in complex scenes. Furthermore, silhouette images contain not only gait features but also other visual clues that can be recognized. Hence these approaches can not be considered as strict gait recognition. We leverage recent advances in human pose…
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);IMATI-CNR(意大利国家研究委员会信息技术与应用数学研究所);Université Grenoble Alpes(格勒诺布尔阿尔卑斯大学);Inria(法国国家信息与自动化研究所);CNRS(法国国家科学研究中心);Grenoble INP(格勒诺布尔国立理工学院)
We address the problem of inferring the anatomic skeleton of a person, in an arbitrary pose, from the 3D surface of the body; i.e. we predict the inside (bones) from the outside (skin). This has many applications in medicine and biomechanics. Existing state-of-the-art biomechanical skeletons are detailed but do not easily generalize to new subjects. Additionally, computer vision and graphics methods that predict skeletons are typically heuristic, not learned from data, do not leverage the full 3D body surface, and are not validated against ground truth. To our knowledge, our system, called OSS…
Several applications such as autonomous driving, augmented reality and virtual reality require a precise prediction of the 3D human pose. Recently, a new problem was introduced in the field to predict the 3D human poses from observed 2D poses. We propose Skeleton-Graph, a deep spatio-temporal graph CNN model that predicts the future 3D skeleton poses in a single pass from the 2D ones. Unlike prior works, Skeleton-Graph focuses on modeling the interaction between the skeleton joints by exploiting their spatial configuration. This is being achieved by formulating the problem as a graph structure…
Predicting 3D human pose from a single monoscopic video can be highly challenging due to factors such as low resolution, motion blur and occlusion, in addition to the fundamental ambiguity in estimating 3D from 2D. Approaches that directly regress the 3D pose from independent images can be particularly susceptible to these factors and result in jitter, noise and/or inconsistencies in skeletal estimation. Much of which can be overcome if the temporal evolution of the scene and skeleton are taken into account. However, rather than tracking body parts and trying to temporally smooth them, we prop…
An unsupervised human action modeling framework can provide useful pose-sequence representation, which can be utilized in a variety of pose analysis applications. In this work we propose a novel temporal pose-sequence modeling framework, which can embed the dynamics of 3D human-skeleton joints to a continuous latent space in an efficient manner. In contrast to end-to-end framework explored by previous works, we disentangle the task of individual pose representation learning from the task of learning actions as a trajectory in pose embedding space. In order to realize a continuous pose embeddin…
Gait recognition is a promising biometric with unique properties for identifying individuals from a long distance by their walking patterns. In recent years, most gait recognition methods used the person's silhouette to extract the gait features. However, silhouette images can lose fine-grained spatial information, suffer from (self) occlusion, and be challenging to obtain in real-world scenarios. Furthermore, these silhouettes also contain other visual clues that are not actual gait features and can be used for identification, but also to fool the system. Model-based methods do not suffer fro…
School of Artificial Intelligence and Automation, Huazhong University of Science and Technology(华中科技大学人工智能与自动化学院)
At present, most high-accuracy single-person pose estimation methods have high computational complexity and insufficient real-time performance due to the complex structure of the network model. However, a single-person pose estimation method with high real-time performance also needs to improve its accuracy due to the simple structure of the network model. It is currently difficult to achieve both high accuracy and real-time performance in single-person pose estimation. For use in human-machine cooperative operations, this paper proposes a single-person upper limb pose estimation method based …
Harbin Institute of Technology(哈尔滨工业大学);JD AI Research(京东人工智能研究院)
We describe an end-to-end method for recovering 3D human body mesh from single images and monocular videos. Different from the existing methods try to obtain all the complex 3D pose, shape, and camera parameters from one coupling feature, we propose a skeleton-disentangling based framework, which divides this task into multi-level spatial and temporal granularity in a decoupling manner. In spatial, we propose an effective and pluggable "disentangling the skeleton from the details" (DSD) module. It reduces the complexity and decouples the skeleton, which lays a good foundation for temporal mode…