2020
DOI: 10.1007/978-3-030-58604-1_29
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End-to-end Dynamic Matching Network for Multi-view Multi-person 3D Pose Estimation

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Cited by 26 publications
(31 citation statements)
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“…3. We achieve slightly better results compared to methods [1,2,10,12,54] which do not rely on 3D supervision and achieve comparable performance compared to learning-based methods [18,46] which train the model based on this dataset. Since the test frames lack pose variations compared to the training set, this dataset is considered less challenging than the Association one, which also has a more strict evaluation metric.…”
Section: Quantitative Resultsmentioning
confidence: 90%
See 3 more Smart Citations
“…3. We achieve slightly better results compared to methods [1,2,10,12,54] which do not rely on 3D supervision and achieve comparable performance compared to learning-based methods [18,46] which train the model based on this dataset. Since the test frames lack pose variations compared to the training set, this dataset is considered less challenging than the Association one, which also has a more strict evaluation metric.…”
Section: Quantitative Resultsmentioning
confidence: 90%
“…One of the main challenges for multi-person pose estimation from multiple views is to associate 2D poses from different views with consistent identities. Prior matching-based work [54], is sensitive to imperfect 2D detections due to its local heuristic, and purely learning-based methods [18,46] are prone to overfitting. In contrast, we propose an effective approach to generate initial 3D pose proposals based on a confidence-aware voting technique, operating in the global 3D space of joint candidates that have been triangulated from pairs of 2D noisy detections.…”
Section: D Human Proposal Generationmentioning
confidence: 99%
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“…Multi-view multi-person 3D pose estimation aims to localize 3D skeleton joints for each person instance in a scene from multi-view camera inputs. It is a fundamental task that benefits many real-world applications (such as surveillance, sportscast, gaming and mixed reality) and is mainly tackled by reconstruction-based [6,14,4] and volumetric [40] approaches in previous literature, as shown in Fig. 1 (a) and (b).…”
Section: Introductionmentioning
confidence: 99%