No Arabic abstract
Estimating the pose of animals can facilitate the understanding of animal motion which is fundamental in disciplines such as biomechanics, neuroscience, ethology, robotics and the entertainment industry. Human pose estimation models have achieved high performance due to the huge amount of training data available. Achieving the same results for animal pose estimation is challenging due to the lack of animal pose datasets. To address this problem we introduce SyDog: a synthetic dataset of dogs containing ground truth pose and bounding box coordinates which was generated using the game engine, Unity. We demonstrate that pose estimation models trained on SyDog achieve better performance than models trained purely on real data and significantly reduce the need for the labour intensive labelling of images. We release the SyDog dataset as a training and evaluation benchmark for research in animal motion.
This work introduces a novel strategy for generating synthetic training data for 2D and 3D pose estimation of animals using keyframe animations. With the objective to automate the process of creating animations for wildlife, we train several 2D and 3D pose estimation models with synthetic data, and put in place an end-to-end pipeline called ZooBuilder. The pipeline takes as input a video of an animal in the wild, and generates the corresponding 2D and 3D coordinates for each joint of the animals skeleton. With this approach, we produce motion capture data that can be used to create animations for wildlife.
Synthetic data generation has become essential in last years for feeding data-driven algorithms, which surpassed traditional techniques performance in almost every computer vision problem. Gathering and labelling the amount of data needed for these data-hungry models in the real world may become unfeasible and error-prone, while synthetic data give us the possibility of generating huge amounts of data with pixel-perfect annotations. However, most synthetic datasets lack from enough realism in their rendered images. In that context UnrealROX generation tool was presented in 2019, allowing to generate highly realistic data, at high resolutions and framerates, with an efficient pipeline based on Unreal Engine, a cutting-edge videogame engine. UnrealROX enabled robotic vision researchers to generate realistic and visually plausible data with full ground truth for a wide variety of problems such as class and instance semantic segmentation, object detection, depth estimation, visual grasping, and navigation. Nevertheless, its workflow was very tied to generate image sequences from a robotic on-board camera, making hard to generate data for other purposes. In this work, we present UnrealROX+, an improved version of UnrealROX where its decoupled and easy-to-use data acquisition system allows to quickly design and generate data in a much more flexible and customizable way. Moreover, it is packaged as an Unreal plug-in, which makes it more comfortable to use with already existing Unreal projects, and it also includes new features such as generating albedo or a Python API for interacting with the virtual environment from Deep Learning frameworks.
We present a new, publicly-available image dataset generated by the NVIDIA Deep Learning Data Synthesizer intended for use in object detection, pose estimation, and tracking applications. This dataset contains 144k stereo image pairs that synthetically combine 18 camera viewpoints of three photorealistic virtual environments with up to 10 objects (chosen randomly from the 21 object models of the YCB dataset [1]) and flying distractors. Object and camera pose, scene lighting, and quantity of objects and distractors were randomized. Each provided view includes RGB, depth, segmentation, and surface normal images, all pixel level. We describe our approach for domain randomization and provide insight into the decisions that produced the dataset.
We introduce T-LESS, a new public dataset for estimating the 6D pose, i.e. translation and rotation, of texture-less rigid objects. The dataset features thirty industry-relevant objects with no significant texture and no discriminative color or reflectance properties. The objects exhibit symmetries and mutual similarities in shape and/or size. Compared to other datasets, a unique property is that some of the objects are parts of others. The dataset includes training and test images that were captured with three synchronized sensors, specifically a structured-light and a time-of-flight RGB-D sensor and a high-resolution RGB camera. There are approximately 39K training and 10K test images from each sensor. Additionally, two types of 3D models are provided for each object, i.e. a manually created CAD model and a semi-automatically reconstructed one. Training images depict individual objects against a black background. Test images originate from twenty test scenes having varying complexity, which increases from simple scenes with several isolated objects to very challenging ones with multiple instances of several objects and with a high amount of clutter and occlusion. The images were captured from a systematically sampled view sphere around the object/scene, and are annotated with accurate ground truth 6D poses of all modeled objects. Initial evaluation results indicate that the state of the art in 6D object pose estimation has ample room for improvement, especially in difficult cases with significant occlusion. The T-LESS dataset is available online at cmp.felk.cvut.cz/t-less.
Vision based human pose estimation is an non-invasive technology for Human-Computer Interaction (HCI). Direct use of the hand as an input device provides an attractive interaction method, with no need for specialized sensing equipment, such as exoskeletons, gloves etc, but a camera. Traditionally, HCI is employed in various applications spreading in areas including manufacturing, surgery, entertainment industry and architecture, to mention a few. Deployment of vision based human pose estimation algorithms can give a breath of innovation to these applications. In this letter, we present a novel Convolutional Neural Network architecture, reinforced with a Self-Attention module that it can be deployed on an embedded system, due to its lightweight nature, with just 1.9 Million parameters. The source code and qualitative results are publicly available.