In this work we study the use of 3D hand poses to recognize first-person dynamic hand actions interacting with 3D objects. Towards this goal, we collected RGB-D video sequences comprised of more than 100K frames of 45 daily hand action categories, involving 26 different objects in several hand configurations. To obtain hand pose annotations, we used our own mo-cap system that automatically infers the 3D location of each of the 21 joints of a hand model via 6 magnetic sensors and inverse kinematics. Additionally, we recorded the 6D object poses and provide 3D object models for a subset of hand-object interaction sequences. To the best of our knowledge, this is the first benchmark that enables the study of first-person hand actions with the use of 3D hand poses. We present an extensive experimental evaluation of RGB-D and pose-based action recognition by 18 baselines/state-of-the-art approaches. The impact of using appearance features, poses, and their combinations are measured, and the different training/testing protocols are evaluated. Finally, we assess how ready the 3D hand pose estimation field is when hands are severely occluded by objects in egocentric views and its influence on action recognition. From the results, we see clear benefits of using hand pose as a cue for action recognition compared to other data modalities. Our dataset and experiments can be of interest to communities of 3D hand pose estimation, 6D object pose, and robotics as well as action recognition.
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.
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.
Several approaches have been developed to cope with the limits of conventional origin-destination (O-D) trip matrix collecting methods. One is the bilevel programming method, which uses a sensitivity analysis-based (SAB) algorithm to solve a generalized least-squares problem. However, the SAB algorithm has revealed a critical shortcoming when there is a significant difference between the target O-D matrix and the true O-D matrix. This problem stems from the heavy dependence of the SAB algorithm on historical O-D information. Such dependence may lead to a state in which the O-D estimator cannot produce a correct solution, especially when travel patterns are dramatically changed. To avoid the problem of dependency, a robust and stable method is required. A solution method is developed with a genetic algorithm, which is widely used in optimization problems to obtain a global solution. From the results of numerical examples, the proposed algorithm is superior to the SAB algorithm regardless of travel patterns.
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