7.3CVOct 4, 2022
HandFlow: Quantifying View-Dependent 3D Ambiguity in Two-Hand Reconstruction with Normalizing FlowJiayi Wang, Diogo Luvizon, Franziska Mueller et al.
Reconstructing two-hand interactions from a single image is a challenging problem due to ambiguities that stem from projective geometry and heavy occlusions. Existing methods are designed to estimate only a single pose, despite the fact that there exist other valid reconstructions that fit the image evidence equally well. In this paper we propose to address this issue by explicitly modeling the distribution of plausible reconstructions in a conditional normalizing flow framework. This allows us to directly supervise the posterior distribution through a novel determinant magnitude regularization, which is key to varied 3D hand pose samples that project well into the input image. We also demonstrate that metrics commonly used to assess reconstruction quality are insufficient to evaluate pose predictions under such severe ambiguity. To address this, we release the first dataset with multiple plausible annotations per image called MultiHands. The additional annotations enable us to evaluate the estimated distribution using the maximum mean discrepancy metric. Through this, we demonstrate the quality of our probabilistic reconstruction and show that explicit ambiguity modeling is better-suited for this challenging problem.
17.0CVJun 16, 2022
EyeNeRF: A Hybrid Representation for Photorealistic Synthesis, Animation and Relighting of Human EyesGengyan Li, Abhimitra Meka, Franziska Müller et al.
A unique challenge in creating high-quality animatable and relightable 3D avatars of people is modeling human eyes. The challenge of synthesizing eyes is multifold as it requires 1) appropriate representations for the various components of the eye and the periocular region for coherent viewpoint synthesis, capable of representing diffuse, refractive and highly reflective surfaces, 2) disentangling skin and eye appearance from environmental illumination such that it may be rendered under novel lighting conditions, and 3) capturing eyeball motion and the deformation of the surrounding skin to enable re-gazing. These challenges have traditionally necessitated the use of expensive and cumbersome capture setups to obtain high-quality results, and even then, modeling of the eye region holistically has remained elusive. We present a novel geometry and appearance representation that enables high-fidelity capture and photorealistic animation, view synthesis and relighting of the eye region using only a sparse set of lights and cameras. Our hybrid representation combines an explicit parametric surface model for the eyeball with implicit deformable volumetric representations for the periocular region and the interior of the eye. This novel hybrid model has been designed to address the various parts of that challenging facial area - the explicit eyeball surface allows modeling refraction and high-frequency specular reflection at the cornea, whereas the implicit representation is well suited to model lower-frequency skin reflection via spherical harmonics and can represent non-surface structures such as hair or diffuse volumetric bodies, both of which are a challenge for explicit surface models. We show that for high-resolution close-ups of the eye, our model can synthesize high-fidelity animated gaze from novel views under unseen illumination conditions.
10.4CVAug 21, 2023
Spectral Graphormer: Spectral Graph-based Transformer for Egocentric Two-Hand Reconstruction using Multi-View Color ImagesTze Ho Elden Tse, Franziska Mueller, Zhengyang Shen et al.
We propose a novel transformer-based framework that reconstructs two high fidelity hands from multi-view RGB images. Unlike existing hand pose estimation methods, where one typically trains a deep network to regress hand model parameters from single RGB image, we consider a more challenging problem setting where we directly regress the absolute root poses of two-hands with extended forearm at high resolution from egocentric view. As existing datasets are either infeasible for egocentric viewpoints or lack background variations, we create a large-scale synthetic dataset with diverse scenarios and collect a real dataset from multi-calibrated camera setup to verify our proposed multi-view image feature fusion strategy. To make the reconstruction physically plausible, we propose two strategies: (i) a coarse-to-fine spectral graph convolution decoder to smoothen the meshes during upsampling and (ii) an optimisation-based refinement stage at inference to prevent self-penetrations. Through extensive quantitative and qualitative evaluations, we show that our framework is able to produce realistic two-hand reconstructions and demonstrate the generalisation of synthetic-trained models to real data, as well as real-time AR/VR applications.
11.6CVDec 22, 2023
MACS: Mass Conditioned 3D Hand and Object Motion SynthesisSoshi Shimada, Franziska Mueller, Jan Bednarik et al.
The physical properties of an object, such as mass, significantly affect how we manipulate it with our hands. Surprisingly, this aspect has so far been neglected in prior work on 3D motion synthesis. To improve the naturalness of the synthesized 3D hand object motions, this work proposes MACS the first MAss Conditioned 3D hand and object motion Synthesis approach. Our approach is based on cascaded diffusion models and generates interactions that plausibly adjust based on the object mass and interaction type. MACS also accepts a manually drawn 3D object trajectory as input and synthesizes the natural 3D hand motions conditioned by the object mass. This flexibility enables MACS to be used for various downstream applications, such as generating synthetic training data for ML tasks, fast animation of hands for graphics workflows, and generating character interactions for computer games. We show experimentally that a small-scale dataset is sufficient for MACS to reasonably generalize across interpolated and extrapolated object masses unseen during the training. Furthermore, MACS shows moderate generalization to unseen objects, thanks to the mass-conditioned contact labels generated by our surface contact synthesis model ConNet. Our comprehensive user study confirms that the synthesized 3D hand-object interactions are highly plausible and realistic.
24.0CVJun 22, 2021
RGB2Hands: Real-Time Tracking of 3D Hand Interactions from Monocular RGB VideoJiayi Wang, Franziska Mueller, Florian Bernard et al.
Tracking and reconstructing the 3D pose and geometry of two hands in interaction is a challenging problem that has a high relevance for several human-computer interaction applications, including AR/VR, robotics, or sign language recognition. Existing works are either limited to simpler tracking settings (e.g., considering only a single hand or two spatially separated hands), or rely on less ubiquitous sensors, such as depth cameras. In contrast, in this work we present the first real-time method for motion capture of skeletal pose and 3D surface geometry of hands from a single RGB camera that explicitly considers close interactions. In order to address the inherent depth ambiguities in RGB data, we propose a novel multi-task CNN that regresses multiple complementary pieces of information, including segmentation, dense matchings to a 3D hand model, and 2D keypoint positions, together with newly proposed intra-hand relative depth and inter-hand distance maps. These predictions are subsequently used in a generative model fitting framework in order to estimate pose and shape parameters of a 3D hand model for both hands. We experimentally verify the individual components of our RGB two-hand tracking and 3D reconstruction pipeline through an extensive ablation study. Moreover, we demonstrate that our approach offers previously unseen two-hand tracking performance from RGB, and quantitatively and qualitatively outperforms existing RGB-based methods that were not explicitly designed for two-hand interactions. Moreover, our method even performs on-par with depth-based real-time methods.
24.0CVJun 15, 2021
Real-time Pose and Shape Reconstruction of Two Interacting Hands With a Single Depth CameraFranziska Mueller, Micah Davis, Florian Bernard et al.
We present a novel method for real-time pose and shape reconstruction of two strongly interacting hands. Our approach is the first two-hand tracking solution that combines an extensive list of favorable properties, namely it is marker-less, uses a single consumer-level depth camera, runs in real time, handles inter- and intra-hand collisions, and automatically adjusts to the user's hand shape. In order to achieve this, we embed a recent parametric hand pose and shape model and a dense correspondence predictor based on a deep neural network into a suitable energy minimization framework. For training the correspondence prediction network, we synthesize a two-hand dataset based on physical simulations that includes both hand pose and shape annotations while at the same time avoiding inter-hand penetrations. To achieve real-time rates, we phrase the model fitting in terms of a nonlinear least-squares problem so that the energy can be optimized based on a highly efficient GPU-based Gauss-Newton optimizer. We show state-of-the-art results in scenes that exceed the complexity level demonstrated by previous work, including tight two-hand grasps, significant inter-hand occlusions, and gesture interaction.
14.4CVApr 30, 2021
Differentiable Event Stream Simulator for Non-Rigid 3D TrackingJalees Nehvi, Vladislav Golyanik, Franziska Mueller et al.
This paper introduces the first differentiable simulator of event streams, i.e., streams of asynchronous brightness change signals recorded by event cameras. Our differentiable simulator enables non-rigid 3D tracking of deformable objects (such as human hands, isometric surfaces and general watertight meshes) from event streams by leveraging an analysis-by-synthesis principle. So far, event-based tracking and reconstruction of non-rigid objects in 3D, like hands and body, has been either tackled using explicit event trajectories or large-scale datasets. In contrast, our method does not require any such processing or data, and can be readily applied to incoming event streams. We show the effectiveness of our approach for various types of non-rigid objects and compare to existing methods for non-rigid 3D tracking. In our experiments, the proposed energy-based formulations outperform competing RGB-based methods in terms of 3D errors. The source code and the new data are publicly available.
EventHands: Real-Time Neural 3D Hand Pose Estimation from an Event StreamViktor Rudnev, Vladislav Golyanik, Jiayi Wang et al.
3D hand pose estimation from monocular videos is a long-standing and challenging problem, which is now seeing a strong upturn. In this work, we address it for the first time using a single event camera, i.e., an asynchronous vision sensor reacting on brightness changes. Our EventHands approach has characteristics previously not demonstrated with a single RGB or depth camera such as high temporal resolution at low data throughputs and real-time performance at 1000 Hz. Due to the different data modality of event cameras compared to classical cameras, existing methods cannot be directly applied to and re-trained for event streams. We thus design a new neural approach which accepts a new event stream representation suitable for learning, which is trained on newly-generated synthetic event streams and can generalise to real data. Experiments show that EventHands outperforms recent monocular methods using a colour (or depth) camera in terms of accuracy and its ability to capture hand motions of unprecedented speed. Our method, the event stream simulator and the dataset are publicly available; see https://4dqv.mpi-inf.mpg.de/EventHands/
1.2CVJul 6, 2020
Generative Model-Based Loss to the Rescue: A Method to Overcome Annotation Errors for Depth-Based Hand Pose EstimationJiayi Wang, Franziska Mueller, Florian Bernard et al.
We propose to use a model-based generative loss for training hand pose estimators on depth images based on a volumetric hand model. This additional loss allows training of a hand pose estimator that accurately infers the entire set of 21 hand keypoints while only using supervision for 6 easy-to-annotate keypoints (fingertips and wrist). We show that our partially-supervised method achieves results that are comparable to those of fully-supervised methods which enforce articulation consistency. Moreover, for the first time we demonstrate that such an approach can be used to train on datasets that have erroneous annotations, i.e. "ground truth" with notable measurement errors, while obtaining predictions that explain the depth images better than the given "ground truth".
32.7CVDec 9, 2017
Single-Shot Multi-Person 3D Pose Estimation From Monocular RGBDushyant Mehta, Oleksandr Sotnychenko, Franziska Mueller et al.
We propose a new single-shot method for multi-person 3D pose estimation in general scenes from a monocular RGB camera. Our approach uses novel occlusion-robust pose-maps (ORPM) which enable full body pose inference even under strong partial occlusions by other people and objects in the scene. ORPM outputs a fixed number of maps which encode the 3D joint locations of all people in the scene. Body part associations allow us to infer 3D pose for an arbitrary number of people without explicit bounding box prediction. To train our approach we introduce MuCo-3DHP, the first large scale training data set showing real images of sophisticated multi-person interactions and occlusions. We synthesize a large corpus of multi-person images by compositing images of individual people (with ground truth from mutli-view performance capture). We evaluate our method on our new challenging 3D annotated multi-person test set MuPoTs-3D where we achieve state-of-the-art performance. To further stimulate research in multi-person 3D pose estimation, we will make our new datasets, and associated code publicly available for research purposes.
33.7CVDec 4, 2017
GANerated Hands for Real-time 3D Hand Tracking from Monocular RGBFranziska Mueller, Florian Bernard, Oleksandr Sotnychenko et al.
We address the highly challenging problem of real-time 3D hand tracking based on a monocular RGB-only sequence. Our tracking method combines a convolutional neural network with a kinematic 3D hand model, such that it generalizes well to unseen data, is robust to occlusions and varying camera viewpoints, and leads to anatomically plausible as well as temporally smooth hand motions. For training our CNN we propose a novel approach for the synthetic generation of training data that is based on a geometrically consistent image-to-image translation network. To be more specific, we use a neural network that translates synthetic images to "real" images, such that the so-generated images follow the same statistical distribution as real-world hand images. For training this translation network we combine an adversarial loss and a cycle-consistency loss with a geometric consistency loss in order to preserve geometric properties (such as hand pose) during translation. We demonstrate that our hand tracking system outperforms the current state-of-the-art on challenging RGB-only footage.
5.6CVNov 16, 2017
HandSeg: An Automatically Labeled Dataset for Hand Segmentation from Depth ImagesAbhishake Kumar Bojja, Franziska Mueller, Sri Raghu Malireddi et al.
We propose an automatic method for generating high-quality annotations for depth-based hand segmentation, and introduce a large-scale hand segmentation dataset. Existing datasets are typically limited to a single hand. By exploiting the visual cues given by an RGBD sensor and a pair of colored gloves, we automatically generate dense annotations for two hand segmentation. This lowers the cost/complexity of creating high quality datasets, and makes it easy to expand the dataset in the future. We further show that existing datasets, even with data augmentation, are not sufficient to train a hand segmentation algorithm that can distinguish two hands. Source and datasets will be made publicly available.
22.8CVApr 7, 2017
Real-time Hand Tracking under Occlusion from an Egocentric RGB-D SensorFranziska Mueller, Dushyant Mehta, Oleksandr Sotnychenko et al.
We present an approach for real-time, robust and accurate hand pose estimation from moving egocentric RGB-D cameras in cluttered real environments. Existing methods typically fail for hand-object interactions in cluttered scenes imaged from egocentric viewpoints, common for virtual or augmented reality applications. Our approach uses two subsequently applied Convolutional Neural Networks (CNNs) to localize the hand and regress 3D joint locations. Hand localization is achieved by using a CNN to estimate the 2D position of the hand center in the input, even in the presence of clutter and occlusions. The localized hand position, together with the corresponding input depth value, is used to generate a normalized cropped image that is fed into a second CNN to regress relative 3D hand joint locations in real time. For added accuracy, robustness and temporal stability, we refine the pose estimates using a kinematic pose tracking energy. To train the CNNs, we introduce a new photorealistic dataset that uses a merged reality approach to capture and synthesize large amounts of annotated data of natural hand interaction in cluttered scenes. Through quantitative and qualitative evaluation, we show that our method is robust to self-occlusion and occlusions by objects, particularly in moving egocentric perspectives.
22.4CVOct 16, 2016
Real-time Joint Tracking of a Hand Manipulating an Object from RGB-D InputSrinath Sridhar, Franziska Mueller, Michael Zollhöfer et al.
Real-time simultaneous tracking of hands manipulating and interacting with external objects has many potential applications in augmented reality, tangible computing, and wearable computing. However, due to difficult occlusions, fast motions, and uniform hand appearance, jointly tracking hand and object pose is more challenging than tracking either of the two separately. Many previous approaches resort to complex multi-camera setups to remedy the occlusion problem and often employ expensive segmentation and optimization steps which makes real-time tracking impossible. In this paper, we propose a real-time solution that uses a single commodity RGB-D camera. The core of our approach is a 3D articulated Gaussian mixture alignment strategy tailored to hand-object tracking that allows fast pose optimization. The alignment energy uses novel regularizers to address occlusions and hand-object contacts. For added robustness, we guide the optimization with discriminative part classification of the hand and segmentation of the object. We conducted extensive experiments on several existing datasets and introduce a new annotated hand-object dataset. Quantitative and qualitative results show the key advantages of our method: speed, accuracy, and robustness.
23.5CVFeb 12, 2016
Fast and Robust Hand Tracking Using Detection-Guided OptimizationSrinath Sridhar, Franziska Mueller, Antti Oulasvirta et al.
Markerless tracking of hands and fingers is a promising enabler for human-computer interaction. However, adoption has been limited because of tracking inaccuracies, incomplete coverage of motions, low framerate, complex camera setups, and high computational requirements. In this paper, we present a fast method for accurately tracking rapid and complex articulations of the hand using a single depth camera. Our algorithm uses a novel detection-guided optimization strategy that increases the robustness and speed of pose estimation. In the detection step, a randomized decision forest classifies pixels into parts of the hand. In the optimization step, a novel objective function combines the detected part labels and a Gaussian mixture representation of the depth to estimate a pose that best fits the depth. Our approach needs comparably less computational resources which makes it extremely fast (50 fps without GPU support). The approach also supports varying static, or moving, camera-to-scene arrangements. We show the benefits of our method by evaluating on public datasets and comparing against previous work.