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Model-Based Hand Tracking with Texture, Shading and Self-occlusions

Model-Based Hand Tracking with Texture, Shading and Self-occlusions. CVPR 2008. Martin de La Gorce , Member, IEEE David J. Fleet, Senior, IEEE Nikos Paragios , Senior, IEEE. Model-Based 3D Hand Pose Estimation from Monocular Video. PAMI 2011. 韋弘 2011/03/21. Outline. Introduction

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Model-Based Hand Tracking with Texture, Shading and Self-occlusions

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  1. Model-Based Hand Tracking with Texture, Shading and Self-occlusions CVPR 2008 Martin de La Gorce, Member, IEEE David J. Fleet, Senior, IEEE Nikos Paragios, Senior, IEEE Model-Based 3D Hand Pose Estimation from Monocular Video PAMI 2011 韋弘 2011/03/21

  2. Outline • Introduction • Generative Model • Parameter Estimation • Experimental Results • Conclusion

  3. Introduction • Goal • Recover 3D hand pose from monocular video InputImage Synthetic Image (3D Model)

  4. Introduction • Challenges • Search • Hands have about 30 degrees of freedom • Fast accelerations make prediction difficult at 30fps • Depth uncertainty and reflection ambiguities exist • Image measurement • Parts of the hand have similar colors • Surface texture is limited • Edges often ambiguous • Self-occlusions are ubiquitous

  5. Introduction Observed Edges Color /Silhouette • edge and silhouette measurements often leave depth uncertainty and reflection ambiguities unresolved • Shading is an important additional cue

  6. Outline • Introduction • Generative Model • Synthesis • Objective Function • Parameter Estimation • Experimental Results • Conclusion

  7. Synthesis • Geometry- q • Surface:1000 triangular facets • Skeleton:18 bones, 22 DOFs • 54scaling parameters:3 per bone (morphological parameters) • Pose vector q:22+6-dim (global position & orientation w.r.t. camera)

  8. Synthesis • Shading - L • Illuminant L :4-dim vector • Distant point source + ambient light • Lambertian reflectance model • Gouraud shading model

  9. Synthesis • Texture - T • Patch-based texture mapping • Linear equality constraints • Ensure reflectance continuity over the entire surface

  10. Objective Function • Parameters: • Hand pose q, illuminant L and texture T • Synthesized image : • Estimation problem: • Find parameters (q, L, T) that minimize the energy E Image domain Error function - Squared-error

  11. Objective Function • Residual image: • Energy:

  12. Objective Function • Background • median image from several frames for static camera • RGB density function pbg(I) • re-express the residual as: synthetic silhouette interior

  13. Outline • Introduction • Generative Model • Parameter Estimation • Gradient With Respect to Pose and Lighting • Model Registration • Texture Update • Experimental Results • Conclusion

  14. Online Pose Tracking • Initial frame: • Rough manual initialization with canonical pose • Minimize E to find pose, lighting and morphological • texture map equal to mean skin color • For each subsequent frame: • Initialize search by extrapolating previous estimates • Minimize E to refine pose and lighting • Update texture map given pose and lighting Find the gradient of Ew.r.t. pose and lighting

  15. Gradient w.r.t. Pose and Lighting • The gradient of Ew.r.t. lighting L is straightforward • But te derivative of E w.r.tq is not straightforward • is not differentiable w.r.t. q at occlusion boundaries • So integration & differentiation cannot commute 0 1

  16. Gradient w.r.t. Pose and Lighting • 1D illustration • Residual function • Energy function • b is a function of q , when q varies • r0 & r1 varies (e.g. due to shading changes) • the boundary location b moves 0 1

  17. Fundamental theorem of calculus Gradient w.r.t. Pose and Lighting • 1D illustration • Energy derivative(total derivative of E) 0 1

  18. Gradient w.r.t. Pose and Lighting • General 2D case occlusion boundaries boundary velocity boundary normal

  19. Direction: Gradient BFGS Hessian approximation Line search: Update: Model Registration • the model is registered to each new frame • Optimization via Sequential Quadratic Programming (to enforce joint limits)

  20. Model Registration • Newton method • Quasi-Newton method • BFGS update

  21. Texture Update • Texture update by minimization of • Smoothing term between neighboring texels

  22. Outline • Introduction • Generative Model • Parameter Estimation • Experimental Results • Conclusion

  23. Experimental Results • Initialization with canonical hand pose • Optimization to find pose, lighting and morphological parameters First frame Synthetic Image Residual Image

  24. Experimental Results Synthetic Image Input Image Residual Image Synthetic sideview

  25. Stenger’s Data without Pose-Space Reduction Synthetic Image Input Image Residual Image Synthetic sideview

  26. Result with Two Hands

  27. Outline • Introduction • Generative Model • Parameter Estimation • Experimental Results • Conclusion

  28. Conclusion • Improved generative model: • inclusion of pose, illuminant, texture information • an objective function is provided in order to deal with occlusions • Tracking process • Minimize the objective function w.r.t. pose, illuminant • Using a sequential quadratic programming method with adapted BFGS Hessian approximation (combine BFGS quasi-Newton method with the linear joint limit constraints) • Effective optimization: • gradient-based Quasi-Newton energy minimization

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