Do you want to publish a course? Click here

Single-Camera 3D Head Fitting for Mixed Reality Clinical Applications

58   0   0.0 ( 0 )
 Added by Tejas Mane
 Publication date 2021
and research's language is English




Ask ChatGPT about the research

We address the problem of estimating the shape of a persons head, defined as the geometry of the complete head surface, from a video taken with a single moving camera, and determining the alignment of the fitted 3D head for all video frames, irrespective of the persons pose. 3D head reconstructions commonly tend to focus on perfecting the face reconstruction, leaving the scalp to a statistical approximation. Our goal is to reconstruct the head model of each person to enable future mixed reality applications. To do this, we recover a dense 3D reconstruction and camera information via structure-from-motion and multi-view stereo. These are then used in a new two-stage fitting process to recover the 3D head shape by iteratively fitting a 3D morphable model of the head with the dense reconstruction in canonical space and fitting it to each persons head, using both traditional facial landmarks and scalp features extracted from the heads segmentation mask. Our approach recovers consistent geometry for varying head shapes, from videos taken by different people, with different smartphones, and in a variety of environments from living rooms to outdoor spaces.



rate research

Read More

Efficient motion intent communication is necessary for safe and collaborative work environments with collocated humans and robots. Humans efficiently communicate their motion intent to other humans through gestures, gaze, and social cues. However, robots often have difficulty efficiently communicating their motion intent to humans via these methods. Many existing methods for robot motion intent communication rely on 2D displays, which require the human to continually pause their work and check a visualization. We propose a mixed reality head-mounted display visualization of the proposed robot motion over the wearers real-world view of the robot and its environment. To evaluate the effectiveness of this system against a 2D display visualization and against no visualization, we asked 32 participants to labeled different robot arm motions as either colliding or non-colliding with blocks on a table. We found a 16% increase in accuracy with a 62% decrease in the time it took to complete the task compared to the next best system. This demonstrates that a mixed-reality HMD allows a human to more quickly and accurately tell where the robot is going to move than the compared baselines.
We present a learning-based method to infer plausible high dynamic range (HDR), omnidirectional illumination given an unconstrained, low dynamic range (LDR) image from a mobile phone camera with a limited field of view (FOV). For training data, we collect videos of various reflective spheres placed within the cameras FOV, leaving most of the background unoccluded, leveraging that materials with diverse reflectance functions reveal different lighting cues in a single exposure. We train a deep neural network to regress from the LDR background image to HDR lighting by matching the LDR ground truth sphere images to those rendered with the predicted illumination using image-based relighting, which is differentiable. Our inference runs at interactive frame rates on a mobile device, enabling realistic rendering of virtual objects into real scenes for mobile mixed reality. Training on automatically exposed and white-balanced videos, we improve the realism of rendered objects compared to the state-of-the art methods for both indoor and outdoor scenes.
Augmented reality (AR) or mixed reality (MR) platforms require spatial understanding to detect objects or surfaces, often including their structural (i.e. spatial geometry) and photometric (e.g. color, and texture) attributes, to allow applications to place virtual or synthetic objects seemingly anchored on to real world objects; in some cases, even allowing interactions between the physical and virtual objects. These functionalities require AR/MR platforms to capture the 3D spatial information with high resolution and frequency; however, these pose unprecedented risks to user privacy. Aside from objects being detected, spatial information also reveals the location of the user with high specificity, e.g. in which part of the house the user is. In this work, we propose to leverage spatial generalizations coupled with conservative releasing to provide spatial privacy while maintaining data utility. We designed an adversary that builds up on existing place and shape recognition methods over 3D data as attackers to which the proposed spatial privacy approach can be evaluated against. Then, we simulate user movement within spaces which reveals more of their space as they move around utilizing 3D point clouds collected from Microsoft HoloLens. Results show that revealing no more than 11 generalized planes--accumulated from successively revealed spaces with large enough radius, i.e. $rleq1.0m$--can make an adversary fail in identifying the spatial location of the user for at least half of the time. Furthermore, if the accumulated spaces are of smaller radius, i.e. each successively revealed space is $rleq 0.5m$, we can release up to 29 generalized planes while enjoying both better data utility and privacy.
We present the first real-time method to capture the full global 3D skeletal pose of a human in a stable, temporally consistent manner using a single RGB camera. Our method combines a new convolutional neural network (CNN) based pose regressor with kinematic skeleton fitting. Our novel fully-convolutional pose formulation regresses 2D and 3D joint positions jointly in real time and does not require tightly cropped input frames. A real-time kinematic skeleton fitting method uses the CNN output to yield temporally stable 3D global pose reconstructions on the basis of a coherent kinematic skeleton. This makes our approach the first monocular RGB method usable in real-time applications such as 3D character control---thus far, the only monocular methods for such applications employed specialized RGB-D cameras. Our methods accuracy is quantitatively on par with the best offline 3D monocular RGB pose estimation methods. Our results are qualitatively comparable to, and sometimes better than, results from monocular RGB-D approaches, such as the Kinect. However, we show that our approach is more broadly applicable than RGB-D solutions, i.e. it works for outdoor scenes, community videos, and low quality commodity RGB cameras.
Recovering a 3D head model including the complete face and hair regions is still a challenging problem in computer vision and graphics. In this paper, we consider this problem with a few multi-view portrait images as input. Previous multi-view stereo methods, either based on the optimization strategies or deep learning techniques, suffer from low-frequency geometric structures such as unclear head structures and inaccurate reconstruction in hair regions. To tackle this problem, we propose a prior-guided implicit neural rendering network. Specifically, we model the head geometry with a learnable signed distance field (SDF) and optimize it via an implicit differentiable renderer with the guidance of some human head priors, including the facial prior knowledge, head semantic segmentation information and 2D hair orientation maps. The utilization of these priors can improve the reconstruction accuracy and robustness, leading to a high-quality integrated 3D head model. Extensive ablation studies and comparisons with state-of-the-art methods demonstrate that our method could produce high-fidelity 3D head geometries with the guidance of these priors.
comments
Fetching comments Fetching comments
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا