Estimating 3D hand meshes from single RGB images is challenging, due to intrinsic 2D-3D mapping ambiguities and limited training data. We adopt a compact parametric 3D hand model that represents deformable and articulated hand meshes. To achieve the model fitting to RGB images, we investigate and contribute in three ways: 1) Neural rendering: inspired by recent work on human body, our hand mesh estimator (HME) is implemented by a neural network and a differentiable renderer, supervised by 2D segmentation masks and 3D skeletons. HME demonstrates good performance for estimating diverse hand shapes and improves pose estimation accuracies. 2) Iterative testing refinement: Our fitting function is differentiable. We iteratively refine the initial estimate using the gradients, in the spirit of iterative model fitting methods like ICP. The idea is supported by the latest research on human body. 3) Self-data augmentation: collecting sized RGB-mesh (or segmentation mask)-skeleton triplets for training is a big hurdle. Once the model is successfully fitted to input RGB images, its meshes i.e. shapes and articulations, are realistic, and we augment view-points on top of estimated dense hand poses. Experiments using three RGB-based benchmarks show that our framework offers beyond state-of-the-art accuracy in 3D pose estimation, as well as recovers dense 3D hand shapes. Each technical component above meaningfully improves the accuracy in the ablation study.
Abstract-Pattern lock is widely used as a mechanism for authentication and authorization on Android devices. This paper presents a novel video-based attack to reconstruct Android lock patterns from video footage filmed using a mobile phone camera. Unlike prior attacks on pattern lock, our approach does not require the video to capture any content displayed on the screen. Instead, we employ a computer vision algorithm to track the fingertip movements to infer the pattern. Using the geometry information extracted from the tracked fingertip motions, our approach is able to accurately identify a small number of (often one) candidate patterns to be tested by an adversary. We thoroughly evaluated our approach using 120 unique patterns collected from 215 independent users, by applying it to reconstruct patterns from video footage filmed using smartphone cameras. Experimental results show that our approach can break over 95% of the patterns in five attempts before the device is automatically locked by the Android operating system. We discovered that, in contrast to many people's belief, complex patterns do not offer stronger protection under our attacking scenarios. This is demonstrated by the fact that we are able to break all but one complex patterns (with a 97.5% success rate) as opposed to 60% of the simple patterns in the first attempt. Since our threat model is common in day-to-day life, this paper calls for the community to revisit the risks of using Android pattern lock to protect sensitive information.
Unsupervised image-to-image translation techniques are able to map local texture between two domains, but they are typically unsuccessful when the domains require larger shape change. Inspired by semantic segmentation, we introduce a discriminator with dilated convolutions that is able to use information from across the entire image to train a more context-aware generator. This is coupled with a multi-scale perceptual loss that is better able to represent error in the underlying shape of objects. We demonstrate that this design is more capable of representing shape deformation in a challenging toy dataset, plus in complex mappings with significant dataset variation between humans, dolls, and anime faces, and between cats and dogs.
Deep learning has achieved remarkable performance in various tasks thanks to massive labeled datasets. However, there are often cases where labeling large amount of data is challenging or infeasible due to high labeling cost such as labeling by experts or long labeling time per large-scale data sample (e.g., video, very large image). Active learning is one of the ways to query the most informative samples to be annotated among massive unlabeled pool. Two promising directions for active learning that have been recently explored are data distribution-based approach to select data points that are far from current labeled pool and model uncertainty-based approach that relies on the perspective of task model. Unfortunately, the former does not exploit structures from tasks and the latter does not seem to well-utilize overall data distribution. Here, we propose the methods that simultaneously take advantage of both data distribution and model uncertainty approaches. Our proposed methods exploit variational adversarial active learning (VAAL), that considered data distribution of both label and unlabeled pools, by incorporating learning loss prediction module and RankCGAN concept into VAAL by modeling loss prediction as a ranker. We demonstrate that our proposed methods outperform recent state-of-theart active learning methods on various balanced and imbalanced benchmark datasets.
Crucial to the success of training a depth-based 3D hand pose estimator (HPE) is the availability of comprehensive datasets covering diverse camera perspectives, shapes, and pose variations. However, collecting such annotated datasets is challenging. We propose to complete existing databases by generating new database entries. The key idea is to synthesize data in the skeleton space (instead of doing so in the depth-map space) which enables an easy and intuitive way of manipulating data entries. Since the skeleton entries generated in this way do not have the corresponding depth map entries, we exploit them by training a separate hand pose generator (HPG) which synthesizes the depth map from the skeleton entries. By training the HPG and HPE in a single unified optimization framework enforcing that 1) the HPE agrees with the paired depth and skeleton entries; and 2) the HPG-HPE combination satisfies the cyclic consistency (both the input and the output of HPG-HPE are skeletons) observed via the newly generated unpaired skeletons, our algorithm constructs a HPE which is robust to variations that go beyond the coverage of the existing database.Our training algorithm adopts the generative adversarial networks (GAN) training process. As a by-product, we obtain a hand pose discriminator (HPD) that is capable of picking out realistic hand poses. Our algorithm exploits this capability to refine the initial skeleton estimates in testing, further improving the accuracy. We test our algorithm on four challenging benchmark datasets (ICVL, MSRA, NYU and Big Hand 2.2M datasets) and demonstrate that our approach outperforms or is on par with state-of-the-art methods quantitatively and qualitatively.
Improving the quality of degraded images is a key problem in image processing, but the breadth of the problem leads to domain-specific approaches for tasks such as super-resolution and compression artifact removal. Recent approaches have shown that a general approach is possible by learning application-specific models from examples; however, learning models sophisticated enough to generate high-quality images is computationally expensive, and so specific per-application or per-dataset models are impractical. To solve this problem, we present an efficient semi-local approximation scheme to large-scale Gaussian processes. This allows efficient learning of task-specific image enhancements from example images without reducing quality. As such, our algorithm can be easily customized to specific applications and datasets, and we show the efficiency and effectiveness of our approach across five domains: single-image super-resolution for scene, human face, and text images, and artifact removal in JPEG- and JPEG 2000-encoded images.
In this document we provide specific details and further results of our method, in particular for the user study.
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