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Existing head pose estimation (HPE) mainly focuses on single person with pre-detected frontal heads, which limits their applications in real complex scenarios with multi-persons. We argue that these single HPE methods are fragile and inefficient for Multi-Person Head Pose Estimation (MPHPE) since they rely on the separately trained face detector that cannot generalize well to full viewpoints, especially for heads with invisible face areas. In this paper, we focus on the full-range MPHPE problem, and propose a direct end-to-end simple baseline named DirectMHP. Due to the lack of datasets applicable to the full-range MPHPE, we firstly construct two benchmarks by extracting ground-truth labels for head detection and head orientation from public datasets AGORA and CMU Panoptic. They are rather challenging for having many truncated, occluded, tiny and unevenly illuminated human heads. Then, we design a novel end-to-end trainable one-stage network architecture by joint regressing locations and orientations of multi-head to address the MPHPE problem. Specifically, we regard pose as an auxiliary attribute of the head, and append it after the traditional object prediction. Arbitrary pose representation such as Euler angles is acceptable by this flexible design. Then, we jointly optimize these two tasks by sharing features and utilizing appropriate multiple losses. In this way, our method can implicitly benefit from more surroundings to improve HPE accuracy while maintaining head detection performance. We present comprehensive comparisons with state-of-the-art single HPE methods on public benchmarks, as well as superior baseline results on our constructed MPHPE datasets. Datasets and code are released in //github.com/hnuzhy/DirectMHP.

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We propose the first joint audio-video generation framework that brings engaging watching and listening experiences simultaneously, towards high-quality realistic videos. To generate joint audio-video pairs, we propose a novel Multi-Modal Diffusion model (i.e., MM-Diffusion), with two-coupled denoising autoencoders. In contrast to existing single-modal diffusion models, MM-Diffusion consists of a sequential multi-modal U-Net for a joint denoising process by design. Two subnets for audio and video learn to gradually generate aligned audio-video pairs from Gaussian noises. To ensure semantic consistency across modalities, we propose a novel random-shift based attention block bridging over the two subnets, which enables efficient cross-modal alignment, and thus reinforces the audio-video fidelity for each other. Extensive experiments show superior results in unconditional audio-video generation, and zero-shot conditional tasks (e.g., video-to-audio). In particular, we achieve the best FVD and FAD on Landscape and AIST++ dancing datasets. Turing tests of 10k votes further demonstrate dominant preferences for our model. The code and pre-trained models can be downloaded at //github.com/researchmm/MM-Diffusion.

We introduce Structured 3D Features, a model based on a novel implicit 3D representation that pools pixel-aligned image features onto dense 3D points sampled from a parametric, statistical human mesh surface. The 3D points have associated semantics and can move freely in 3D space. This allows for optimal coverage of the person of interest, beyond just the body shape, which in turn, additionally helps modeling accessories, hair, and loose clothing. Owing to this, we present a complete 3D transformer-based attention framework which, given a single image of a person in an unconstrained pose, generates an animatable 3D reconstruction with albedo and illumination decomposition, as a result of a single end-to-end model, trained semi-supervised, and with no additional postprocessing. We show that our S3F model surpasses the previous state-of-the-art on various tasks, including monocular 3D reconstruction, as well as albedo and shading estimation. Moreover, we show that the proposed methodology allows novel view synthesis, relighting, and re-posing the reconstruction, and can naturally be extended to handle multiple input images (e.g. different views of a person, or the same view, in different poses, in video). Finally, we demonstrate the editing capabilities of our model for 3D virtual try-on applications.

We propose a novel method for joint estimation of shape and pose of rigid objects from their sequentially observed RGB-D images. In sharp contrast to past approaches that rely on complex non-linear optimization, we propose to formulate it as a neural optimization that learns to efficiently estimate the shape and pose. We introduce Deep Directional Distance Function (DeepDDF), a neural network that directly outputs the depth image of an object given the camera viewpoint and viewing direction, for efficient error computation in 2D image space. We formulate the joint estimation itself as a Transformer which we refer to as TransPoser. We fully leverage the tokenization and multi-head attention to sequentially process the growing set of observations and to efficiently update the shape and pose with a learned momentum, respectively. Experimental results on synthetic and real data show that DeepDDF achieves high accuracy as a category-level object shape representation and TransPoser achieves state-of-the-art accuracy efficiently for joint shape and pose estimation.

We present a novel technique to estimate the 6D pose of objects from single images where the 3D geometry of the object is only given approximately and not as a precise 3D model. To achieve this, we employ a dense 2D-to-3D correspondence predictor that regresses 3D model coordinates for every pixel. In addition to the 3D coordinates, our model also estimates the pixel-wise coordinate error to discard correspondences that are likely wrong. This allows us to generate multiple 6D pose hypotheses of the object, which we then refine iteratively using a highly efficient region-based approach. We also introduce a novel pixel-wise posterior formulation by which we can estimate the probability for each hypothesis and select the most likely one. As we show in experiments, our approach is capable of dealing with extreme visual conditions including overexposure, high contrast, or low signal-to-noise ratio. This makes it a powerful technique for the particularly challenging task of estimating the pose of tumbling satellites for in-orbit robotic applications. Our method achieves state-of-the-art performance on the SPEED+ dataset and has won the SPEC2021 post-mortem competition.

In many automation tasks involving manipulation of rigid objects, the poses of the objects must be acquired. Vision-based pose estimation using a single RGB or RGB-D sensor is especially popular due to its broad applicability. However, single-view pose estimation is inherently limited by depth ambiguity and ambiguities imposed by various phenomena like occlusion, self-occlusion, reflections, etc. Aggregation of information from multiple views can potentially resolve these ambiguities, but the current state-of-the-art multi-view pose estimation method only uses multiple views to aggregate single-view pose estimates, and thus rely on obtaining good single-view estimates. We present a multi-view pose estimation method which aggregates learned 2D-3D distributions from multiple views for both the initial estimate and optional refinement. Our method performs probabilistic sampling of 3D-3D correspondences under epipolar constraints using learned 2D-3D correspondence distributions which are implicitly trained to respect visual ambiguities such as symmetry. Evaluation on the T-LESS dataset shows that our method reduces pose estimation errors by 80-91% compared to the best single-view method, and we present state-of-the-art results on T-LESS with four views, even compared with methods using five and eight views.

Locating 3D objects from a single RGB image via Perspective-n-Point (PnP) is a long-standing problem in computer vision. Driven by end-to-end deep learning, recent studies suggest interpreting PnP as a differentiable layer, allowing for partial learning of 2D-3D point correspondences by backpropagating the gradients of pose loss. Yet, learning the entire correspondences from scratch is highly challenging, particularly for ambiguous pose solutions, where the globally optimal pose is theoretically non-differentiable w.r.t. the points. In this paper, we propose the EPro-PnP, a probabilistic PnP layer for general end-to-end pose estimation, which outputs a distribution of pose with differentiable probability density on the SE(3) manifold. The 2D-3D coordinates and corresponding weights are treated as intermediate variables learned by minimizing the KL divergence between the predicted and target pose distribution. The underlying principle generalizes previous approaches, and resembles the attention mechanism. EPro-PnP can enhance existing correspondence networks, closing the gap between PnP-based method and the task-specific leaders on the LineMOD 6DoF pose estimation benchmark. Furthermore, EPro-PnP helps to explore new possibilities of network design, as we demonstrate a novel deformable correspondence network with the state-of-the-art pose accuracy on the nuScenes 3D object detection benchmark. Our code is available at //github.com/tjiiv-cprg/EPro-PnP-v2.

Audio-driven talking head animation is a challenging research topic with many real-world applications. Recent works have focused on creating photo-realistic 2D animation, while learning different talking or singing styles remains an open problem. In this paper, we present a new method to generate talking head animation with learnable style references. Given a set of style reference frames, our framework can reconstruct 2D talking head animation based on a single input image and an audio stream. Our method first produces facial landmarks motion from the audio stream and constructs the intermediate style patterns from the style reference images. We then feed both outputs into a style-aware image generator to generate the photo-realistic and fidelity 2D animation. In practice, our framework can extract the style information of a specific character and transfer it to any new static image for talking head animation. The intensive experimental results show that our method achieves better results than recent state-of-the-art approaches qualitatively and quantitatively.

Most recent 6D object pose estimation methods first use object detection to obtain 2D bounding boxes before actually regressing the pose. However, the general object detection methods they use are ill-suited to handle cluttered scenes, thus producing poor initialization to the subsequent pose network. To address this, we propose a rigidity-aware detection method exploiting the fact that, in 6D pose estimation, the target objects are rigid. This lets us introduce an approach to sampling positive object regions from the entire visible object area during training, instead of naively drawing samples from the bounding box center where the object might be occluded. As such, every visible object part can contribute to the final bounding box prediction, yielding better detection robustness. Key to the success of our approach is a visibility map, which we propose to build using a minimum barrier distance between every pixel in the bounding box and the box boundary. Our results on seven challenging 6D pose estimation datasets evidence that our method outperforms general detection frameworks by a large margin. Furthermore, combined with a pose regression network, we obtain state-of-the-art pose estimation results on the challenging BOP benchmark.

Human pose estimation aims to locate the human body parts and build human body representation (e.g., body skeleton) from input data such as images and videos. It has drawn increasing attention during the past decade and has been utilized in a wide range of applications including human-computer interaction, motion analysis, augmented reality, and virtual reality. Although the recently developed deep learning-based solutions have achieved high performance in human pose estimation, there still remain challenges due to insufficient training data, depth ambiguities, and occlusions. The goal of this survey paper is to provide a comprehensive review of recent deep learning-based solutions for both 2D and 3D pose estimation via a systematic analysis and comparison of these solutions based on their input data and inference procedures. More than 240 research papers since 2014 are covered in this survey. Furthermore, 2D and 3D human pose estimation datasets and evaluation metrics are included. Quantitative performance comparisons of the reviewed methods on popular datasets are summarized and discussed. Finally, the challenges involved, applications, and future research directions are concluded. We also provide a regularly updated project page on: \url{//github.com/zczcwh/DL-HPE}

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.

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