Although action recognition in videos is widely studied, current methods often fail on real-world datasets. Many recent approaches improve accuracy and robustness to cope with challenging video sequences, but it is often unclear what affects the results most. This paper attempts to provide insights based on a systematic performance evaluation using thoroughly-annotated data of human actions. We annotate human Joints for the HMDB dataset (J-HMDB). This annotation can be used to derive ground truth optical flow and segmentation. We evaluate current methods using this dataset and systematically replace the output of various algorithms with ground truth. This enables us to discover what is important-for example, should we work on improving flow algorithms, estimating human bounding boxes, or enabling pose estimation? In summary, we find that highlevel pose features greatly outperform low/mid level features; in particular, pose over time is critical. While current pose estimation algorithms are far from perfect, features extracted from estimated pose on a subset of J-HMDB, in which the full body is visible, outperform low/mid-level features. We also find that the accuracy of the action recognition framework can be greatly increased by refining the underlying low/mid level features; this suggests it is important to improve optical flow and human detection algorithms. Our analysis and J-HMDB dataset should facilitate a deeper understanding of action recognition algorithms.
Abstract—The paper introduces Hough forests, which are random forests adapted to perform a generalized Hough transform in an efficient way. Compared to previous Hough-based systems such as implicit shape models, Hough forests improve the performance of the generalized Hough transform for object detection on a categorical level. At the same time, their flexibility permits extensions of the Hough transform to new domains such as object tracking and action recognition. Hough forests can be regarded as task-adapted codebooks of local appearance that allow fast supervised training and fast matching at test time. They achieve high detection accuracy since the entries of such codebooks are optimized to cast Hough votes with small variance and since their efficiency permits dense sampling of local image patches or video cuboids during detection. The efficacy of Hough forests for a set of computer vision tasks is validated through experiments on a large set of publicly available benchmark data sets and comparisons with the state-of-the-art.
Although facial feature detection from 2D images is a well-studied field, there is a lack of real-time methods that estimate feature points even on low quality images. Here we propose conditional regression forest for this task. While regression forest learn the relations between facial image patches and the location of feature points from the entire set of faces, conditional regression forest learn the relations conditional to global face properties. In our experiments, we use the head pose as a global property and demonstrate that conditional regression forests outperform regression forests for facial feature detection. We have evaluated the method on the challenging Labeled Faces in the Wild [20] database where close-to-human accuracy is achieved while processing images in real-time.
We present a random forest-based framework for real time head pose estimation from depth images and extend it to localize a set of facial features in 3D. Our algorithm takes a voting approach, where each patch extracted from the depth image can directly cast a vote for the head pose or each of the facial features. Our system proves capable of handling large rotations, partial occlusions, and the noisy depth data acquired using commercial sensors. Moreover, the algorithm works on each frame independently and achieves real time performance without resorting to parallel computations on a GPU. We present extensive experiments on publicly available, challenging datasets and present a new annotated head pose database recorded using a Microsoft Kinect.
Estimating the 3D pose of a hand is an essential part of human-computer interaction. Estimating 3D pose using depth or multiview sensors has become easier with recent advances in computer vision, however, regressing pose from a single RGB image is much less straightforward. The main difficulty arises from the fact that 3D pose requires some form of depth estimates, which are ambiguous given only an RGB image. In this paper we propose a new method for 3D hand pose estimation from a monocular image through a novel 2.5D pose representation. Our new representation estimates pose up to a scaling factor, which can be estimated additionally if a prior of the hand size is given. We implicitly learn depth maps and heatmap distributions with a novel CNN architecture. Our system achieves the state-of-the-art estimation of 2D and 3D hand pose on several challenging datasets in presence of severe occlusions.
This paper proposes an end-to-end learning framework for multiview stereopsis. We term the network SurfaceNet. It takes a set of images and their corresponding camera parameters as input and directly infers the 3D model. The key advantage of the framework is that both photo-consistency as well geometric relations of the surface structure can be directly learned for the purpose of multiview stereopsis in an end-to-end fashion. SurfaceNet is a fully 3D convolutional network which is achieved by encoding the camera parameters together with the images in a 3D voxel representation. We evaluate SurfaceNet on the large-scale DTU benchmark.
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
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