CVLGNov 12, 2020

UNOC: Understanding Occlusion for Embodied Presence in Virtual Reality

arXiv:2012.03680v124 citations
AI Analysis

This work addresses occlusion challenges for VR/AR developers and users, but it is incremental as it builds on existing optimization-based methods with a data-driven approach.

The paper tackles the problem of inside-out body tracking in virtual reality by addressing omnipresent occlusions, resulting in a method that generates high-fidelity embodied poses for real-time applications like body tracking and finger motion synthesis.

Tracking body and hand motions in the 3D space is essential for social and self-presence in augmented and virtual environments. Unlike the popular 3D pose estimation setting, the problem is often formulated as inside-out tracking based on embodied perception (e.g., egocentric cameras, handheld sensors). In this paper, we propose a new data-driven framework for inside-out body tracking, targeting challenges of omnipresent occlusions in optimization-based methods (e.g., inverse kinematics solvers). We first collect a large-scale motion capture dataset with both body and finger motions using optical markers and inertial sensors. This dataset focuses on social scenarios and captures ground truth poses under self-occlusions and body-hand interactions. We then simulate the occlusion patterns in head-mounted camera views on the captured ground truth using a ray casting algorithm and learn a deep neural network to infer the occluded body parts. In the experiments, we show that our method is able to generate high-fidelity embodied poses by applying the proposed method on the task of real-time inside-out body tracking, finger motion synthesis, and 3-point inverse kinematics.

Foundations

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