No Arabic abstract
In Virtual, augmented, and mixed reality, the use of hand gestures is increasingly becoming popular to reduce the difference between the virtual and real world. The precise location of the fingertip is essential/crucial for a seamless experience. Much of the research work is based on using depth information for the estimation of the fingertips position. However, most of the work using RGB images for fingertips detection is limited to a single finger. The detection of multiple fingertips from a single RGB image is very challenging due to various factors. In this paper, we propose a deep neural network (DNN) based methodology to estimate the fingertips position. We christened this methodology as an Anchor based Fingertips Position Estimation (ABFPE), and it is a two-step process. The fingertips location is estimated using regression by computing the difference in the location of a fingertip from the nearest anchor point. The proposed framework performs the best with limited dependence on hand detection results. In our experiments on the SCUT-Ego-Gesture dataset, we achieved the fingertips detection error of 2.3552 pixels on a video frame with a resolution of $640 times 480$ and about $92.98%$ of test images have average pixel errors of five pixels.
In this paper, we present a novel approach that uses deep learning techniques for colorizing grayscale images. By utilizing a pre-trained convolutional neural network, which is originally designed for image classification, we are able to separate content and style of different images and recombine them into a single image. We then propose a method that can add colors to a grayscale image by combining its content with style of a color image having semantic similarity with the grayscale one. As an application, to our knowledge the first of its kind, we use the proposed method to colorize images of ukiyo-e a genre of Japanese painting?and obtain interesting results, showing the potential of this method in the growing field of computer assisted art.
Deep neural networks are applied to a wide range of problems in recent years. In this work, Convolutional Neural Network (CNN) is applied to the problem of determining the depth from a single camera image (monocular depth). Eight different networks are designed to perform depth estimation, each of them suitable for a feature level. Networks with different pooling sizes determine different feature levels. After designing a set of networks, these models may be combined into a single network topology using graph optimization techniques. This Semi Parallel Deep Neural Network (SPDNN) eliminates duplicated common network layers, and can be further optimized by retraining to achieve an improved model compared to the individual topologies. In this study, four SPDNN models are trained and have been evaluated at 2 stages on the KITTI dataset. The ground truth images in the first part of the experiment are provided by the benchmark, and for the second part, the ground truth images are the depth map results from applying a state-of-the-art stereo matching method. The results of this evaluation demonstrate that using post-processing techniques to refine the target of the network increases the accuracy of depth estimation on individual mono images. The second evaluation shows that using segmentation data alongside the original data as the input can improve the depth estimation results to a point where performance is comparable with stereo depth estimation. The computational time is also discussed in this study.
We present animatable neural radiance fields (animatable NeRF) for detailed human avatar creation from monocular videos. Our approach extends neural radiance fields (NeRF) to the dynamic scenes with human movements via introducing explicit pose-guided deformation while learning the scene representation network. In particular, we estimate the human pose for each frame and learn a constant canonical space for the detailed human template, which enables natural shape deformation from the observation space to the canonical space under the explicit control of the pose parameters. To compensate for inaccurate pose estimation, we introduce the pose refinement strategy that updates the initial pose during the learning process, which not only helps to learn more accurate human reconstruction but also accelerates the convergence. In experiments we show that the proposed approach achieves 1) implicit human geometry and appearance reconstruction with high-quality details, 2) photo-realistic rendering of the human from novel views, and 3) animation of the human with novel poses.
This paper presents a neural network to estimate a detailed depth map of the foreground human in a single RGB image. The result captures geometry details such as cloth wrinkles, which are important in visualization applications. To achieve this goal, we separate the depth map into a smooth base shape and a residual detail shape and design a network with two branches to regress them respectively. We design a training strategy to ensure both base and detail shapes can be faithfully learned by the corresponding network branches. Furthermore, we introduce a novel network layer to fuse a rough depth map and surface normals to further improve the final result. Quantitative comparison with fused `ground truth captured by real depth cameras and qualitative examples on unconstrained Internet images demonstrate the strength of the proposed method. The code is available at https://github.com/sfu-gruvi-3dv/deep_human.
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.