Abstract. The goal of this paper is to advance the state-of-the-art of articulated pose estimation in scenes with multiple people. To that end we contribute on three fronts. We propose (1) improved body part detectors that generate effective bottom-up proposals for body parts; (2) novel image-conditioned pairwise terms that allow to assemble the proposals into a variable number of consistent body part configurations; and (3) an incremental optimization strategy that explores the search space more efficiently thus leading both to better performance and significant speed-up factors. Evaluation is done on two single-person and two multi-person pose estimation benchmarks. The proposed approach significantly outperforms best known multi-person pose estimation results while demonstrating competitive performance on the task of single person pose estimation 1 .
This paper considers the task of articulated human pose estimation of multiple people in real world images. We propose an approach that jointly solves the tasks of detection and pose estimation: it infers the number of persons in a scene, identifies occluded body parts, and disambiguates body parts between people in close proximity of each other. This joint formulation is in contrast to previous strategies, that address the problem by first detecting people and subsequently estimating their body pose. We propose a partitioning and labeling formulation of a set of body-part hypotheses generated with CNN-based part detectors. Our formulation, an instance of an integer linear program, implicitly performs non-maximum suppression on the set of part candidates and groups them to form configurations of body parts respecting geometric and appearance constraints. Experiments on four different datasets demonstrate state-of-the-art results for both single person and multi person pose estimation 1 .
Figure 1: Sample video from our benchmark. We select sequences that represent crowded scenes with multiple articulated people engaging in various dynamic activities and provide dense annotations of person tracks, body joints and ignore regions. AbstractExisting systems for video-based pose estimation and tracking struggle to perform well on realistic videos with multiple people and often fail to output body-pose trajectories consistent over time. To address this shortcoming this paper introduces PoseTrack which is a new large-scale benchmark for video-based human pose estimation and articulated tracking. Our new benchmark encompasses three tasks focusing on i) single-frame multi-person pose estimation, ii) multi-person pose estimation in videos, and iii) multi-person articulated tracking. To establish the benchmark, we collect, annotate and release a new dataset that features videos with multiple people labeled with person tracks and articulated pose. A public centralized evaluation server is provided to allow the research community to evaluate on a held-out test set. Furthermore, we conduct an extensive experimental study on recent approaches to articulated pose tracking and provide analysis of the strengths and weaknesses of the state of the art. We envision that the proposed benchmark will stimulate productive research both by providing a large and representative training dataset as well as providing a platform to objectively evaluate and compare the proposed methods. The benchmark is
In this paper we propose an approach for articulated tracking of multiple people in unconstrained videos. Our starting point is a model that resembles existing architectures for single-frame pose estimation but is substantially faster. We achieve this in two ways: (1) by simplifying and sparsifying the body-part relationship graph and leveraging recent methods for faster inference, and (2) by offloading a substantial share of computation onto a feed-forward convolutional architecture that is able to detect and associate body joints of the same person even in clutter. We use this model to generate proposals for body joint locations and formulate articulated tracking as spatio-temporal grouping of such proposals. This allows to jointly solve the association problem for all people in the scene by propagating evidence from strong detections through time and enforcing constraints that each proposal can be assigned to one person only. We report results on a public "MPII Human Pose" benchmark and on a new "MPII Video Pose" dataset of image sequences with multiple people. We demonstrate that our model achieves state-of-the-art results while using only a fraction of time and is able to leverage temporal information to improve state-of-the-art for crowded scenes 1 .
DensePose Garment segmentation Partial texture Completed texture Partial segmentation Completed segmentation Displacement maps Input view Fully-textured 3D avatar Figure 1: Given a single view of a person we predict a complete texture map in the UV space, complete clothing segmentation as well as a displacement map for the SMPL model [41], which we then combine to obtain a fully-textured 3D avatar. AbstractIn this paper we predict a full 3D avatar of a person from a single image. We infer texture and geometry in the UVspace of the SMPL model using an image-to-image translation method. Given partial texture and segmentation layout maps derived from the input view, our model predicts the complete segmentation map, the complete texture map, and a displacement map. The predicted maps can be applied to the SMPL model in order to naturally generalize to novel poses, shapes, and even new clothing. In order to learn our model in a common UV-space, we non-rigidly register the SMPL model to thousands of 3D scans, effectively encoding textures and geometries as images in correspondence. This turns a difficult 3D inference task into a simpler image-toimage translation one. Results on rendered scans of people and images from the DeepFashion dataset demonstrate that our method can reconstruct plausible 3D avatars from a single image. We further use our model to digitally change pose, shape, swap garments between people and edit clothing. To encourage research in this direction we will make the source code available for research purpose [5].
We state a combinatorial optimization problem whose feasible solutions define both a decomposition and a node labeling of a given graph. This problem offers a common mathematical abstraction of seemingly unrelated computer vision tasks, including instance-separating semantic segmentation, articulated human body pose estimation and multiple object tracking. Conceptually, the problem we state generalizes the unconstrained integer quadratic program and the minimum cost lifted multicut problem, both of which are NPhard. In order to find feasible solutions efficiently, we define two local search algorithms that converge monotonously to a local optimum, offering a feasible solution at any time. To demonstrate their effectiveness in tackling computer vision tasks, we apply these algorithms to instances of the problem that we construct from published data, using published algorithms. We report state-of-the-art application-specific accuracy for the three above-mentioned applications.
No abstract
Marker-based and marker-less optical skeletal motion-capture methods use an outside-in arrangement of cameras placed around a scene, with viewpoints converging on the center. They often create discomfort with marker suits, and their recording volume is severely restricted and often constrained to indoor scenes with controlled backgrounds. Alternative suit-based systems use several inertial measurement units or an exoskeleton to capture motion with an inside-in setup, i.e. without external sensors. This makes capture independent of a confined volume, but requires substantial, often constraining, and hard to set up body instrumentation. Therefore, we propose a new method for real-time, marker-less, and egocentric motion capture: estimating the full-body skeleton pose from a lightweight stereo pair of fisheye cameras attached to a helmet or virtual reality headset -an optical inside-in method, so to speak. This allows full-body motion capture in general indoor and outdoor scenes, including crowded scenes with many people nearby, which enables reconstruction in larger-scale activities. Our approach combines the strength of a new generative pose estimation framework for fisheye views with a ConvNet-based body-part detector trained on a large new dataset. It is particularly useful in virtual reality to freely roam and interact, while seeing the fully motion-captured virtual body.
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