Nathan Louis

CV
h-index5
5papers
121citations
Novelty48%
AI Score29

5 Papers

CVJul 12, 2022
Learning to Estimate External Forces of Human Motion in Video

Nathan Louis, Tylan N. Templin, Travis D. Eliason et al.

Analyzing sports performance or preventing injuries requires capturing ground reaction forces (GRFs) exerted by the human body during certain movements. Standard practice uses physical markers paired with force plates in a controlled environment, but this is marred by high costs, lengthy implementation time, and variance in repeat experiments; hence, we propose GRF inference from video. While recent work has used LSTMs to estimate GRFs from 2D viewpoints, these can be limited in their modeling and representation capacity. First, we propose using a transformer architecture to tackle the GRF from video task, being the first to do so. Then we introduce a new loss to minimize high impact peaks in regressed curves. We also show that pre-training and multi-task learning on 2D-to-3D human pose estimation improves generalization to unseen motions. And pre-training on this different task provides good initial weights when finetuning on smaller (rarer) GRF datasets. We evaluate on LAAS Parkour and a newly collected ForcePose dataset; we show up to 19% decrease in error compared to prior approaches.

CVFeb 6, 2025
Measuring Physical Plausibility of 3D Human Poses Using Physics Simulation

Nathan Louis, Mahzad Khoshlessan, Jason J. Corso

Modeling humans in physical scenes is vital for understanding human-environment interactions for applications involving augmented reality or assessment of human actions from video (e.g. sports or physical rehabilitation). State-of-the-art literature begins with a 3D human pose, from monocular or multiple views, and uses this representation to ground the person within a 3D world space. While standard metrics for accuracy capture joint position errors, they do not consider physical plausibility of the 3D pose. This limitation has motivated researchers to propose other metrics evaluating jitter, floor penetration, and unbalanced postures. Yet, these approaches measure independent instances of errors and are not representative of balance or stability during motion. In this work, we propose measuring physical plausibility from within physics simulation. We introduce two metrics to capture the physical plausibility and stability of predicted 3D poses from any 3D Human Pose Estimation model. Using physics simulation, we discover correlations with existing plausibility metrics and measuring stability during motion. We evaluate and compare the performances of two state-of-the-art methods, a multi-view triangulated baseline, and ground truth 3D markers from the Human3.6m dataset.

CVJan 12, 2021
Temporally Guided Articulated Hand Pose Tracking in Surgical Videos

Nathan Louis, Luowei Zhou, Steven J. Yule et al.

Articulated hand pose tracking is an under-explored problem that carries the potential for use in an extensive number of applications, especially in the medical domain. With a robust and accurate tracking system on surgical videos, the motion dynamics and movement patterns of the hands can be captured and analyzed for many rich tasks. In this work, we propose a novel hand pose estimation model, CondPose, which improves detection and tracking accuracy by incorporating a pose prior into its prediction. We show improvements over state-of-the-art methods which provide frame-wise independent predictions, by following a temporally guided approach that effectively leverages past predictions. We collect Surgical Hands, the first dataset that provides multi-instance articulated hand pose annotations for videos. Our dataset provides over 8.1k annotated hand poses from publicly available surgical videos and bounding boxes, pose annotations, and tracking IDs to enable multi-instance tracking. When evaluated on Surgical Hands, we show our method outperforms the state-of-the-art approach using mean Average Precision (mAP), to measure pose estimation accuracy, and Multiple Object Tracking Accuracy (MOTA), to assess pose tracking performance. In comparison to a frame-wise independent strategy, we show greater performance in detecting and tracking hand poses and more substantial impact on localization accuracy. This has positive implications in generating more accurate representations of hands in the scene to be used for targeted downstream tasks.

CVOct 7, 2019
ViP: Video Platform for PyTorch

Madan Ravi Ganesh, Eric Hofesmann, Nathan Louis et al.

This work presents the Video Platform for PyTorch (ViP), a deep learning-based framework designed to handle and extend to any problem domain based on videos. ViP supports (1) a single unified interface applicable to all video problem domains, (2) quick prototyping of video models, (3) executing large-batch operations with reduced memory consumption, and (4) easy and reproducible experimental setups. ViP's core functionality is built with flexibility and modularity in mind to allow for smooth data flow between different parts of the platform and benchmarking against existing methods. In providing a software platform that supports multiple video-based problem domains, we allow for more cross-pollination of models, ideas and stronger generalization in the video understanding research community.

CVMay 8, 2018
Weakly-Supervised Video Object Grounding from Text by Loss Weighting and Object Interaction

Luowei Zhou, Nathan Louis, Jason J. Corso

We study weakly-supervised video object grounding: given a video segment and a corresponding descriptive sentence, the goal is to localize objects that are mentioned from the sentence in the video. During training, no object bounding boxes are available, but the set of possible objects to be grounded is known beforehand. Existing approaches in the image domain use Multiple Instance Learning (MIL) to ground objects by enforcing matches between visual and semantic features. A naive extension of this approach to the video domain is to treat the entire segment as a bag of spatial object proposals. However, an object existing sparsely across multiple frames might not be detected completely since successfully spotting it from one single frame would trigger a satisfactory match. To this end, we propagate the weak supervisory signal from the segment level to frames that likely contain the target object. For frames that are unlikely to contain the target objects, we use an alternative penalty loss. We also leverage the interactions among objects as a textual guide for the grounding. We evaluate our model on the newly-collected benchmark YouCook2-BoundingBox and show improvements over competitive baselines.