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We propose to improve on graph convolution based approaches for human shape and pose estimation from monocular input, using pixel-aligned local image features. Given a single input color image, existing graph convolutional network (GCN) based techniques for human shape and pose estimation use a single convolutional neural network (CNN) generated global image feature appended to all mesh vertices equally to initialize the GCN stage, which transforms a template T-posed mesh into the target pose. In contrast, we propose for the first time the idea of using local image features per vertex. These features are sampled from the CNN image feature maps by utilizing pixel-to-mesh correspondences generated with DensePose. Our quantitative and qualitative results on standard benchmarks show that using local features improves on global ones and leads to competitive performances with respect to the state-of-the-art.

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This work focuses on mitigating two limitations in the joint learning of local feature detectors and descriptors. First, the ability to estimate the local shape (scale, orientation, etc.) of feature points is often neglected during dense feature extraction, while the shape-awareness is crucial to acquire stronger geometric invariance. Second, the localization accuracy of detected keypoints is not sufficient to reliably recover camera geometry, which has become the bottleneck in tasks such as 3D reconstruction. In this paper, we present ASLFeat, with three light-weight yet effective modifications to mitigate above issues. First, we resort to deformable convolutional networks to densely estimate and apply local transformation. Second, we take advantage of the inherent feature hierarchy to restore spatial resolution and low-level details for accurate keypoint localization. Finally, we use a peakiness measurement to relate feature responses and derive more indicative detection scores. The effect of each modification is thoroughly studied, and the evaluation is extensively conducted across a variety of practical scenarios. State-of-the-art results are reported that demonstrate the superiority of our methods.

3D Morphable Model (3DMM) based methods have achieved great success in recovering 3D face shapes from single-view images. However, the facial textures recovered by such methods lack the fidelity as exhibited in the input images. Recent work demonstrates high-quality facial texture recovering with generative networks trained from a large-scale database of high-resolution UV maps of face textures, which is hard to prepare and not publicly available. In this paper, we introduce a method to reconstruct 3D facial shapes with high-fidelity textures from single-view images in-the-wild, without the need to capture a large-scale face texture database. The main idea is to refine the initial texture generated by a 3DMM based method with facial details from the input image. To this end, we propose to use graph convolutional networks to reconstruct the detailed colors for the mesh vertices instead of reconstructing the UV map. Experiments show that our method can generate high-quality results and outperforms state-of-the-art methods in both qualitative and quantitative comparisons.

We develop a system for modeling hand-object interactions in 3D from RGB images that show a hand which is holding a novel object from a known category. We design a Convolutional Neural Network (CNN) for Hand-held Object Pose and Shape estimation called HOPS-Net and utilize prior work to estimate the hand pose and configuration. We leverage the insight that information about the hand facilitates object pose and shape estimation by incorporating the hand into both training and inference of the object pose and shape as well as the refinement of the estimated pose. The network is trained on a large synthetic dataset of objects in interaction with a human hand. To bridge the gap between real and synthetic images, we employ an image-to-image translation model (Augmented CycleGAN) that generates realistically textured objects given a synthetic rendering. This provides a scalable way of generating annotated data for training HOPS-Net. Our quantitative experiments show that even noisy hand parameters significantly help object pose and shape estimation. The qualitative experiments show results of pose and shape estimation of objects held by a hand "in the wild".

This work addresses a novel and challenging problem of estimating the full 3D hand shape and pose from a single RGB image. Most current methods in 3D hand analysis from monocular RGB images only focus on estimating the 3D locations of hand keypoints, which cannot fully express the 3D shape of hand. In contrast, we propose a Graph Convolutional Neural Network (Graph CNN) based method to reconstruct a full 3D mesh of hand surface that contains richer information of both 3D hand shape and pose. To train networks with full supervision, we create a large-scale synthetic dataset containing both ground truth 3D meshes and 3D poses. When fine-tuning the networks on real-world datasets without 3D ground truth, we propose a weakly-supervised approach by leveraging the depth map as a weak supervision in training. Through extensive evaluations on our proposed new datasets and two public datasets, we show that our proposed method can produce accurate and reasonable 3D hand mesh, and can achieve superior 3D hand pose estimation accuracy when compared with state-of-the-art methods.

In this work we propose a new method for simultaneous object detection and 6DoF pose estimation. Unlike most recent techniques for CNN-based object detection and pose estimation, we do not base our approach on the common 2D counterparts, i.e. SSD and YOLO, but propose a new scheme. Instead of regressing 2D or 3D bounding boxes, we output full-sized 2D images containing multiclass object masks and dense 2D-3D correspondences. Having them at hand, a 6D pose is computed for each detected object using the PnP algorithm supplemented with RANSAC. This strategy allows for substantially better pose estimates due to a much higher number of relevant pose correspondences. Furthermore, the method is real-time capable, conceptually simple and not bound to any particular detection paradigms, such as R-CNN, SSD or YOLO. We test our method for single- and multiple-object pose estimation and compare the performance with the former state-of-the-art approaches. Moreover, we demonstrate how to use our pipeline when only synthetic renderings are available. In both cases, we outperform the former state-of-the-art by a large margin.

We present the first method to capture the 3D total motion of a target person from a monocular view input. Given an image or a monocular video, our method reconstructs the motion from body, face, and fingers represented by a 3D deformable mesh model. We use an efficient representation called 3D Part Orientation Fields (POFs), to encode the 3D orientations of all body parts in the common 2D image space. POFs are predicted by a Fully Convolutional Network (FCN), along with the joint confidence maps. To train our network, we collect a new 3D human motion dataset capturing diverse total body motion of 40 subjects in a multiview system. We leverage a 3D deformable human model to reconstruct total body pose from the CNN outputs by exploiting the pose and shape prior in the model. We also present a texture-based tracking method to obtain temporally coherent motion capture output. We perform thorough quantitative evaluations including comparison with the existing body-specific and hand-specific methods, and performance analysis on camera viewpoint and human pose changes. Finally, we demonstrate the results of our total body motion capture on various challenging in-the-wild videos. Our code and newly collected human motion dataset will be publicly shared.

We present a unified framework tackling two problems: class-specific 3D reconstruction from a single image, and generation of new 3D shape samples. These tasks have received considerable attention recently; however, existing approaches rely on 3D supervision, annotation of 2D images with keypoints or poses, and/or training with multiple views of each object instance. Our framework is very general: it can be trained in similar settings to these existing approaches, while also supporting weaker supervision scenarios. Importantly, it can be trained purely from 2D images, without ground-truth pose annotations, and with a single view per instance. We employ meshes as an output representation, instead of voxels used in most prior work. This allows us to exploit shading information during training, which previous 2D-supervised methods cannot. Thus, our method can learn to generate and reconstruct concave object classes. We evaluate our approach on synthetic data in various settings, showing that (i) it learns to disentangle shape from pose; (ii) using shading in the loss improves performance; (iii) our model is comparable or superior to state-of-the-art voxel-based approaches on quantitative metrics, while producing results that are visually more pleasing; (iv) it still performs well when given supervision weaker than in prior works.

Image captioning has been recently gaining a lot of attention thanks to the impressive achievements shown by deep captioning architectures, which combine Convolutional Neural Networks to extract image representations, and Recurrent Neural Networks to generate the corresponding captions. At the same time, a significant research effort has been dedicated to the development of saliency prediction models, which can predict human eye fixations. Even though saliency information could be useful to condition an image captioning architecture, by providing an indication of what is salient and what is not, research is still struggling to incorporate these two techniques. In this work, we propose an image captioning approach in which a generative recurrent neural network can focus on different parts of the input image during the generation of the caption, by exploiting the conditioning given by a saliency prediction model on which parts of the image are salient and which are contextual. We show, through extensive quantitative and qualitative experiments on large scale datasets, that our model achieves superior performances with respect to captioning baselines with and without saliency, and to different state of the art approaches combining saliency and captioning.

Person Re-Identification (ReID) requires comparing two images of person captured under different conditions. Existing work based on neural networks often computes the similarity of feature maps from one single convolutional layer. In this work, we propose an efficient, end-to-end fully convolutional Siamese network that computes the similarities at multiple levels. We demonstrate that multi-level similarity can improve the accuracy considerably using low-complexity network structures in ReID problem. Specifically, first, we use several convolutional layers to extract the features of two input images. Then, we propose Convolution Similarity Network to compute the similarity score maps for the inputs. We use spatial transformer networks (STNs) to determine spatial attention. We propose to apply efficient depth-wise convolution to compute the similarity. The proposed Convolution Similarity Networks can be inserted into different convolutional layers to extract visual similarities at different levels. Furthermore, we use an improved ranking loss to further improve the performance. Our work is the first to propose to compute visual similarities at low, middle and high levels for ReID. With extensive experiments and analysis, we demonstrate that our system, compact yet effective, can achieve competitive results with much smaller model size and computational complexity.

Generating novel, yet realistic, images of persons is a challenging task due to the complex interplay between the different image factors, such as the foreground, background and pose information. In this work, we aim at generating such images based on a novel, two-stage reconstruction pipeline that learns a disentangled representation of the aforementioned image factors and generates novel person images at the same time. First, a multi-branched reconstruction network is proposed to disentangle and encode the three factors into embedding features, which are then combined to re-compose the input image itself. Second, three corresponding mapping functions are learned in an adversarial manner in order to map Gaussian noise to the learned embedding feature space, for each factor respectively. Using the proposed framework, we can manipulate the foreground, background and pose of the input image, and also sample new embedding features to generate such targeted manipulations, that provide more control over the generation process. Experiments on Market-1501 and Deepfashion datasets show that our model does not only generate realistic person images with new foregrounds, backgrounds and poses, but also manipulates the generated factors and interpolates the in-between states. Another set of experiments on Market-1501 shows that our model can also be beneficial for the person re-identification task.

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