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We propose a novel learned deep prior of body motion for 3D hand shape synthesis and estimation in the domain of conversational gestures. Our model builds upon the insight that body motion and hand gestures are strongly correlated in non-verbal communication settings. We formulate the learning of this prior as a prediction task of 3D hand shape over time given body motion input alone. Trained with 3D pose estimations obtained from a large-scale dataset of internet videos, our hand prediction model produces convincing 3D hand gestures given only the 3D motion of the speaker's arms as input. We demonstrate the efficacy of our method on hand gesture synthesis from body motion input, and as a strong body prior for single-view image-based 3D hand pose estimation. We demonstrate that our method outperforms previous state-of-the-art approaches and can generalize beyond the monologue-based training data to multi-person conversations. Video results are available at //people.eecs.berkeley.edu/~evonne_ng/projects/body2hands/.

相關內容

 3D是英文“Three Dimensions”的簡稱,中文是指三維、三個維度、三個坐標,即有長、有寬、有高,換句話說,就是立體的,是相對于只有長和寬的平面(2D)而言。

Ego hand gestures can be used as an interface in AR and VR environments. While the context of an image is important for tasks like scene understanding, object recognition, image caption generation and activity recognition, it plays a minimal role in ego hand gesture recognition. An ego hand gesture used for AR and VR environments conveys the same information regardless of the background. With this idea in mind, we present our work on ego hand gesture recognition that produces embeddings from RBG images with ego hands, which are simultaneously used for ego hand segmentation and ego gesture recognition. To this extent, we achieved better recognition accuracy (96.9%) compared to the state of the art (92.2%) on the biggest ego hand gesture dataset available publicly. We present a gesture recognition deep neural network which recognises ego hand gestures from videos (videos containing a single gesture) by generating and recognising embeddings of ego hands from image sequences of varying length. We introduce the concept of simultaneous segmentation and recognition applied to ego hand gestures, present the network architecture, the training procedure and the results compared to the state of the art on the EgoGesture dataset

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.

Traditional 3D models learn a latent representation of faces using linear subspaces from no more than 300 training scans of a single database. The main roadblock of building a large-scale face model from diverse 3D databases lies in the lack of dense correspondence among raw scans. To address these problems, this paper proposes an innovative framework to jointly learn a nonlinear face model from a diverse set of raw 3D scan databases and establish dense point-to-point correspondence among their scans. Specifically, by treating input raw scans as unorganized point clouds, we explore the use of PointNet architectures for converting point clouds to identity and expression feature representations, from which the decoder networks recover their 3D face shapes. Further, we propose a weakly supervised learning approach that does not require correspondence label for the scans. We demonstrate the superior dense correspondence and representation power of our proposed method in shape and expression, and its contribution to single-image 3D face reconstruction.

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.

To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. We train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games without using game rewards. Additionally, we investigate the goodness of fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.

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.

We propose an algorithm for real-time 6DOF pose tracking of rigid 3D objects using a monocular RGB camera. The key idea is to derive a region-based cost function using temporally consistent local color histograms. While such region-based cost functions are commonly optimized using first-order gradient descent techniques, we systematically derive a Gauss-Newton optimization scheme which gives rise to drastically faster convergence and highly accurate and robust tracking performance. We furthermore propose a novel complex dataset dedicated for the task of monocular object pose tracking and make it publicly available to the community. To our knowledge, It is the first to address the common and important scenario in which both the camera as well as the objects are moving simultaneously in cluttered scenes. In numerous experiments - including our own proposed data set - we demonstrate that the proposed Gauss-Newton approach outperforms existing approaches, in particular in the presence of cluttered backgrounds, heterogeneous objects and partial occlusions.

We propose Human Pose Models that represent RGB and depth images of human poses independent of clothing textures, backgrounds, lighting conditions, body shapes and camera viewpoints. Learning such universal models requires training images where all factors are varied for every human pose. Capturing such data is prohibitively expensive. Therefore, we develop a framework for synthesizing the training data. First, we learn representative human poses from a large corpus of real motion captured human skeleton data. Next, we fit synthetic 3D humans with different body shapes to each pose and render each from 180 camera viewpoints while randomly varying the clothing textures, background and lighting. Generative Adversarial Networks are employed to minimize the gap between synthetic and real image distributions. CNN models are then learned that transfer human poses to a shared high-level invariant space. The learned CNN models are then used as invariant feature extractors from real RGB and depth frames of human action videos and the temporal variations are modelled by Fourier Temporal Pyramid. Finally, linear SVM is used for classification. Experiments on three benchmark cross-view human action datasets show that our algorithm outperforms existing methods by significant margins for RGB only and RGB-D action recognition.

This study considers the 3D human pose estimation problem in a single RGB image by proposing a conditional random field (CRF) model over 2D poses, in which the 3D pose is obtained as a byproduct of the inference process. The unary term of the proposed CRF model is defined based on a powerful heat-map regression network, which has been proposed for 2D human pose estimation. This study also presents a regression network for lifting the 2D pose to 3D pose and proposes the prior term based on the consistency between the estimated 3D pose and the 2D pose. To obtain the approximate solution of the proposed CRF model, the N-best strategy is adopted. The proposed inference algorithm can be viewed as sequential processes of bottom-up generation of 2D and 3D pose proposals from the input 2D image based on deep networks and top-down verification of such proposals by checking their consistencies. To evaluate the proposed method, we use two large-scale datasets: Human3.6M and HumanEva. Experimental results show that the proposed method achieves the state-of-the-art 3D human pose estimation performance.

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