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2000, Workshop on Motion and Video Computing, 2002. Proceedings.
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7 pages
1 file
We present a model based approach to the integration of multiple cues for tracking high degree of freedom articulated motions. We then apply it to the problem of hand tracking using a single camera sequence. Hand tracking is particularly challenging because of occlusions, shading variations, and the high dimensionality of the motion. The novelty of our approach is in the combination of multiple sources of information which come from edges, optical flow and shading information. In particular we introduce in deformable model theory a generalized version of the gradient-based optical flow constraint, that includes shading flow i.e., the variation of the shading of the object as it rotates with respect to the light source. This constraint unifies the shading and the optical flow constraints (it simplifies to each one of them, when the other is not present). Our use of cue information from the entirety of the hand enables us to track its complex articulated motion in the presence of shading changes. Given the model-based formulation we use shading when the optical flow constraint is violated due to significant shading changes in a region. We use a forward recursive dynamic model to track the motion in response to 3D data derived forces applied to the model. The hand is modeled as a base link (palm) with five linked chains (fingers) while the allowable motion of the fingers is controlled by recursive dynamics constraints. Model driving forces are generated from edges, optical flow and shading. The effectiveness of our approach is demonstrated with experiments on a number of different hand motions with shading changes, rotations and occlusions of significant parts of the hand.
2003
We present a model based approach to the integration of multiple cues for tracking high degree of freedom articulated motions and model refinement. We then apply it to the problem of hand tracking using a single camera sequence. Hand tracking is particularly challenging because of occlusions, shading variations, and the high dimensionality of the motion. The novelty of our approach is in the combination of multiple sources of information which come from edges, optical flow and shading information in order to refine the model during tracking. We first use a previously formulated generalized version of the gradient-based optical flow constraint, that includes shading flow i.e., the variation of the shading of the object as it rotates with respect to the light source. Using this model we track its complex articulated motion in the presence of shading changes. We use a forward recursive dynamic model to track the motion in response to data derived 3D forces applied to the model. However, due to inaccurate initial shape the generalized optical flow constraint is violated. In this paper we use the error in the generalized optical flow equation to compute generalized forces that correct the model shape at each step. The effectiveness of our approach is demonstrated with experiments on a number of different hand motions with shading changes, rotations and occlusions of significant parts of the hand.
2008 IEEE Conference on Computer Vision and Pattern Recognition, 2008
A novel model-based approach to 3D hand tracking from monocular video is presented. The 3D hand pose, the hand texture and the illuminant are dynamically estimated through minimization of an objective function. Derived from an inverse problem formulation, the objective function enables explicit use of texture temporal continuity and shading information, while handling important self-occlusions and time-varying illumination. The minimization is done efficiently using a quasi-Newton method, for which we propose a rigorous derivation of the objective function gradient. Particular attention is given to terms related to the change of visibility near self-occlusion boundaries that are neglected in existing formulations. In doing so we introduce new occlusion forces and show that using all gradient terms greatly improves the performance of the method. Experimental results demonstrate the potential of the formulation.
IEEE Transactions on Pattern Analysis and Machine Intelligence, 2000
A novel model-based approach to 3D hand tracking from monocular video is presented. The 3D hand pose, the hand texture and the illuminant are dynamically estimated through minimization of an objective function. Derived from an inverse problem formulation, the objective function enables explicit use of temporal texture continuity and shading information, while handling important self-occlusions and time-varying illumination. The minimization is done efficiently using a quasi-Newton method, for which we provide a rigorous derivation of the objective function gradient. Particular attention is given to terms related to the change of visibility near self-occlusion boundaries that are neglected in existing formulations. To this end we introduce new occlusion forces and show that using all gradient terms greatly improves the performance of the method. Qualitative and quantitative experimental results demonstrate the potential of the approach.
ERCIM News, 2013
Computer Vision – ECCV 2018, 2018
We present a novel method that is able to track a complex deformable object in interaction with a hand. This is achieved by formulating and solving an optimization problem that jointly considers the hand, the deformable object and the hand/object contact points. The optimization evaluates several hand/object contact configuration hypotheses and adopts the one that results in the best fit of the object's model to the available RGBD observations in the vicinity of the hand. Thus, the hand is not treated as a distractor that occludes parts of the deformable object, but as a source of valuable information. Experimental results on a dataset that has been developed specifically for this new problem illustrate the superior performance of the proposed approach against relevant, state of the art solutions.
In this paper we rst describe how w e h a ve constructed a 3D deformable Point Distribution Model of the human hand, capturing training data semi-automatically from volume images via a p h ysically-based model. We then show h o w w e have attempted to use this model in tracking an unmarked hand moving with 6 degrees of freedom (plus deformation) in real time using a single video camera. In the course of this we s h o w how to improve o n a w eighted least-squares pose parameter approximation at little computational cost. We note the successes and shortcomings of our system and discuss how i t m i g h t be improved.
2004
A method is proposed to track the full hand motion from 3D points reconstructed using a stereoscopic set of cameras. This approach combines the advantages of methods that use 2D motion (e.g. optical flow), and those that use a 3D reconstruction at each time frame to capture the hand motion. Matching either contours or a 3D reconstruction against a 3D hand model is usually very difficult due to self-occlusions and the locally-cylindrical structure of each phalanx in the model, but our use of 3D point trajectories constrains the motion and overcomes these problems. Our tracking procedure uses both the 3D point matches between two time frames and a smooth surface model of the hand, build with implicit surface. We used animation techniques to represent faithfully the skin motion, especially near joints. Robustness is obtained by using an EM version of the ICP algorithm for matching points between consecutive frames, and the tracked points are then registered to the surface of the hand model. Results are presented on a stereoscopic sequence of a moving hand, and are evaluated using a side view of the sequence.
2009 IEEE 12th International Conference on Computer Vision, 2009
We present a method for tracking a hand while it is interacting with an object. This setting is arguably the one where hand-tracking has most practical relevance, but poses significant additional challenges: strong occlusions by the object as well as self-occlusions are the norm, and classical anatomical constraints need to be softened due to the external forces between hand and object. To achieve robustness to partial occlusions, we use an individual local tracker for each segment of the articulated structure. The segments are connected in a pairwise Markov random field, which enforces the anatomical hand structure through soft constraints on the joints between adjacent segments. The most likely hand configuration is found with belief propagation. Both range and color data are used as input. Experiments are presented for synthetic data with ground truth and for real data of people manipulating objects.
Advances in Intelligent Systems and Computing, 2015
Recently, model-based approaches have produced very promising results to the problems of 3D hand tracking. The current state of the art method recovers the 3D position, orientation and 20 DOF articulation of a human hand from markerless visual observations obtained by an RGB-D sensor. Hand pose estimation is formulated as an optimization problem, seeking for the hand model parameters that minimize an objective function that quantifies the discrepancy between the appearance of hand hypotheses and the actual hand observation. The design of such a function is a complicated process that requires a lot of prior experience with the problem. In this paper we automate the definition of the objective function in such optimization problems. First, a set of relevant, candidate image features is computed. Then, given synthetic data sets with ground truth information, regression analysis is used to combine these features in an objective function that seeks to maximize optimization performance. Extensive experiments study the performance of the proposed approach based on various dataset generation strategies and feature selection techniques.
2009
In this paper we present an approach for animating a virtual hand model with the animation data extracting from hand tracking results. We track the hand by using particle filters and deformable contour templates with a web camera; then we extend the 2D tracking results into 3D animation data using inverse kinematics method; finally, local frame based method is proposed to simulate a 3D virtual hand with the 3D animation data. Our system performs in real time.
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