• Title/Summary/Keyword: 3-D pose

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Face Pose Estimation using Stereo Image (스테레오 영상을 이용한 얼굴 포즈 추정)

  • So, In-Mi;Kang, Sun-Kyung;Kim, Young-Un;Lee, Chi-Geun;Jung, Sung-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.3
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    • pp.151-159
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    • 2006
  • In this paper. we Present an estimation method of a face pose by using two camera images. First, it finds corresponding facial feature points of eyebrow, eye and lip from two images After that, it computes three dimensional location of the facial feature points by using the triangulation method of stereo vision techniques. Next. it makes a triangle by using the extracted facial feature points and computes the surface normal vector of the triangle. The surface normal of the triangle represents the direction of the face. We applied the computed face pose to display a 3D face model. The experimental results show that the proposed method extracts correct face pose.

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Fast Hand Pose Estimation with Keypoint Detection and Annoy Tree (Keypoint Detection과 Annoy Tree를 사용한 2D Hand Pose Estimation)

  • Lee, Hui-Jae;Kang Min-Hye
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.277-278
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    • 2021
  • 최근 손동작 인식에 대한 연구들이 활발하다. 하지만 대부분 Depth 정보를 포함한3D 정보를 필요로 한다. 이는 기존 연구들이 Depth 카메라 없이는 동작하지 않는다는 한계점이 있다는 것을 의미한다. 본 프로젝트는 Depth 카메라를 사용하지 않고 2D 이미지에서 Hand Keypoint Detection을 통해 손동작 인식을 하는 방법론을 제안한다. 학습 데이터 셋으로 Facebook에서 제공하는 InterHand2.6M 데이터셋[1]을 사용한다. 제안 방법은 크게 두 단계로 진행된다. 첫째로, Object Detection으로 Hand Detection을 수행한다. 데이터 셋이 어두운 배경에서 촬영되어 실 사용 환경에서 Detection 성능이 나오지 않는 점을 해결하기 위한 이미지 합성 Augmentation 기법을 제안한다. 둘째로, Keypoint Detection으로 21개의 Hand Keypoint들을 얻는다. 실험을 통해 유의미한 벡터들을 생성한 뒤 Annoy (Approximate nearest neighbors Oh Yeah) Tree를 생성한다. 생성된 Annoy Tree들로 후처리 작업을 거친 뒤 최종 Pose Estimation을 완료한다. Annoy Tree를 사용한 Pose Estimation에서는 NN(Neural Network)을 사용한 것보다 빠르며 동등한 성능을 냈다.

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Design and Development of the Multiple Kinect Sensor-based Exercise Pose Estimation System (다중 키넥트 센서 기반의 운동 자세 추정 시스템 설계 및 구현)

  • Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.558-567
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    • 2017
  • In this research, we developed an efficient real-time human exercise pose estimation system using multiple Kinects. The main objective of this system is to measure and recognize the user's posture (such as knee curl or lunge) more accurately by employing Kinects on the front and the sides. Especially it is designed as an extensible and modular method which enables to support various additional postures in the future. This system is configured as multiple clients and the Unity3D server. The client processes Kinect skeleton data and send to the server. The server performs the multiple-Kinect calibration process and then applies the pose estimation algorithm based on the Kinect-based posture recognition model using feature extractions and the weighted averaging of feature values for different Kinects. This paper presents the design and implementation of the human exercise pose estimation system using multiple Kinects and also describes how to build and execute an interactive Unity3D exergame.

Dynamic Human Pose Tracking using Motion-based Search (모션 기반의 검색을 사용한 동적인 사람 자세 추적)

  • Jung, Do-Joon;Yoon, Jeong-Oh
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.7
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    • pp.2579-2585
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    • 2010
  • This paper proposes a dynamic human pose tracking method using motion-based search strategy from an image sequence obtained from a monocular camera. The proposed method compares the image features between 3D human model projections and real input images. The method repeats the process until predefined criteria and then estimates 3D human pose that generates the best match. When searching for the best matching configuration with respect to the input image, the search region is determined from the estimated 2D image motion and then search is performed randomly for the body configuration conducted within that search region. As the 2D image motion is highly constrained, this significantly reduces the dimensionality of the feasible space. This strategy have two advantages: the motion estimation leads to an efficient allocation of the search space, and the pose estimation method is adaptive to various kinds of motion.

Pose Estimation of 3D Object by Parametric Eigen Space Method Using Blurred Edge Images

  • Kim, Jin-Woo
    • Journal of Korea Multimedia Society
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    • v.7 no.12
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    • pp.1745-1753
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    • 2004
  • A method of estimating the pose of a three-dimensional object from a set of two-dimensioal images based on parametric eigenspace method is proposed. A Gaussian blurred edge image is used as an input image instead of the original image itself as has been used previously. The set of input images is compressed using K-L transformation. By comparing the estimation errors for the original, blurred original, edge, and blurred edge images, we show that blurring with the Gaussian function and the use of edge images enhance the data compression ratio and decrease the resulting from smoothing the trajectory in the parametric eigenspace, thereby allowing better pose estimation to be achieved than that obtainable using the original images as it is. The proposed method is shown to have improved efficiency, especially in cases with occlusion, position shift, and illumination variation. The results of the pose angle estimation show that the blurred edge image has the mean absolute errors of the pose angle in the measure of 4.09 degrees less for occlusion and 3.827 degrees less for position shift than that of the original image.

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Recent Trends in Human Pose Estimation Based on a Single Image (단일 이미지에 기반을 둔 사람의 포즈 추정에 대한 연구 동향)

  • Cho, Jungchan
    • The Journal of Korean Institute of Next Generation Computing
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    • v.15 no.5
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    • pp.31-42
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    • 2019
  • With the recent development of deep learning technology, remarkable achievements have been made in many research areas of computer vision. Deep learning has also made dramatic improvement in two-dimensional or three-dimensional human pose estimation based on a single image, and many researchers have been expanding the scope of this problem. The human pose estimation is one of the most important research fields because there are various applications, especially it is a key factor in understanding the behavior, state, and intention of people in image or video analysis. Based on this background, this paper surveys research trends in estimating human poses based on a single image. Because there are various research results for robust and accurate human pose estimation, this paper introduces them in two separated subsections: 2D human pose estimation and 3D human pose estimation. Moreover, this paper summarizes famous data sets used in this field and introduces various studies which utilize human poses to solve their own problem.

3D Pose Estimation from Selective View for 3D Volumetric Data Deformation (3 차원 볼류메트릭 데이터 변형을 위한 선택적 시점에서의 3 차원 포즈 추정)

  • Lee, Sol;Kim, Ji-Hyun;Park, Jung-Tak;Park, Byung-Seo;Seo, Young-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.156-157
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    • 2022
  • 본 논문에서는 선택적 시점에서의 2D 포즈 추정(pose estimation) 결과를 정합 하여 정확도 높은 3D 스켈레톤(skeleton)을 만들어 낸다. 여러 프레임의 3D 데이터를 10 도 간격으로 36 방향에서 투영한 뒤, 2D 포즈 추정 결과 신뢰도가 높은 시점에서의 결과만을 선별하여 3 차원으로 정합 한다. 이때 사용하는 시점의 개수를 달리하며 정확도에 미치는 영향을 분석하여 실험적으로 정확도가 높은 최소의 시점 개수를 정하였다. 또한, 정합 한 3D 뼈대를 모션 캡쳐(motion capture) 센서와 비교하여 제안하는 알고리즘에 의해 3D 포즈 추정의 정확도가 향상되는 것을 확인했다.

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High-quality Texture Extraction for Point Clouds Reconstructed from RGB-D Images (RGB-D 영상으로 복원한 점 집합을 위한 고화질 텍스쳐 추출)

  • Seo, Woong;Park, Sang Uk;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.61-71
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    • 2018
  • When triangular meshes are generated from the point clouds in global space reconstructed through camera pose estimation against captured RGB-D streams, the quality of the resulting meshes improves as more triangles are hired. However, for 3D reconstructed models beyond some size threshold, they become to suffer from the ugly-looking artefacts due to the insufficient precision of RGB-D sensors as well as significant burdens in memory requirement and rendering cost. In this paper, for the generation of 3D models appropriate for real-time applications, we propose an effective technique that extracts high-quality textures for moderate-sized meshes from the captured colors associated with the reconstructed point sets. In particular, we show that via a simple method based on the mapping between the 3D global space resulting from the camera pose estimation and the 2D texture space, textures can be generated effectively for the 3D models reconstructed from captured RGB-D image streams.

Restoring Motion Capture Data for Pose Estimation (자세 추정을 위한 모션 캡처 데이터 복원)

  • Youn, Yeo-su;Park, Hyun-jun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.5-7
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    • 2021
  • Motion capture data files for pose estimation may have inaccurate data depending on the surrounding environment and the degree of movement, so it is necessary to correct it. In the past, inaccurate data was restored with post-processing by people, but recently various kind of neural networks such as LSTM and R-CNN are used as automated method. However, since neural network-based data restoration methods require a lot of computing resource, this paper proposes a method that reduces computing resource and maintains data restoration rate compared to neural network-based method. The proposed method automatically restores inaccurate motion capture data by using posture measurement data (c3d). As a result of the experiment, data restoration rates ranged from 89% to 99% depending on the degree of inaccuracy of the data.

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A Study on the Line of Action Shown in Characters' Poses of a Game 'Over Watch' (게임 '오버워치' 캐릭터의 Pose에 나타난 Line of Action 연구)

  • Lee, YuSeop;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.489-494
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    • 2017
  • In spite of lots of differences in the production process of film animation, the animating method through computer is not much different between game animation and film animation. It is because the principles of film animation are also emphasized for the production of game animation. This study aims to consider the line of action showing the direction of movement and flow of energy among many considerations for the character pose work in case when producing game animation. Starting from the basic theory of drawing, the line of action plays a role of bible in the pose work including cell animation and 3D animation. After examining the theoretical background through preceding researches in order to understand the application of the line of action to the pose work of game characters, the poses of hero characters of a 3D online game 'Over Watch' were collected and then lines were directly drawn to analyze them. And as a result, the pose of characters with simple and clear 'Line of action' was good. This study aimed to consider the expression techniques of character pose in the production of game animation, which is expected to be used as an important reference for game animators at work.