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Kinematic Jump Processes for Monocular 3D Human Tracking. Cristian Sminchisescu (University of Toronto) Bill Triggs (INRIA Rhone-Alpes). Goal: track human body motion in monocular video and estimate 3D joint motion. Why Monocular ? Movies, archival footage
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Kinematic Jump Processes for Monocular 3D Human Tracking Cristian Sminchisescu (University of Toronto) Bill Triggs (INRIA Rhone-Alpes)
Goal: track human body motion in monocular video and estimate 3D joint motion Why Monocular ? • Movies, archival footage • Resynthesis, e.g. change point of view or actor • Tracking / interpretation of actions & gestures (HCI) • How do humans do this so well?
Overall Modeling Approach • Generative Human Model • Kinematics, geometry, photometry • Predicts images or descriptors • Priors and anatomical constraints • Model-image matching cost function • Robust, probabilistically motivated • Contour and intensity based • Tracking by search / optimization • Discovers well supported configurations of matching cost
Why is 3D-from-monocular hard? Depth ambiguities Image matching ambiguities Violations of physical constraints
How many local minima are there? Thousands ! – even without image matching ambiguities …
Examples of Kinematic Ambiguities • Minima are separated by large distances in parameter space
Monocular 3D Tracking Methods • CONDENSATION (discrete, motion models) • Deutscher et al.’00: annealing, walking • Sidenbladh et al.’00,02: importance sampling (walking + snippets) • CSS, ET/HS/Hyperdynamics (continuous, cost-sensitive) • Sminchisescu&Triggs’01,02 Covariance Scaled Sampling (CSS) Hypersurface Sweeping (HS) Hyperdynamics
Search Globality and Adaption • Cost sensitive continuous search methods are • Efficient - avoid large wastage factors with random sampling • Generic - no assumptions on known motions • Focus on locating transition states and nearby minima • But • Still local (i.e. sometimes myopic) • Minima are typically far in parameter space • No knowledge of global long-range minimum structure • Want to search quasi-globally, yet preserve generality • Can we find other minima more efficiently by exploiting intrinsic problem structure?
Kinematic Jump Sampling • For any given model configuration, we can explicitly build the interpretation tree of alternative kinematic solutions with identical joint projections • work outwards from root of kinematic tree, recursively evaluating forward/backward ‘flips’ for each body part • Alternatively, sample by generating flips randomly • … or, for tracking, sample shallowly and treat each limb quasi-independently
Efficient Inverse Kinematics • The inverse kinematics is simple, efficient to solve • Constrained by many observations (3D articulation centers) • The quasi-spherical articulation of the body • Mostly in closed form • The iterative solution is also very competitive • Optimize over model-hypothesized 3D joint assignments • 1 local optimization work per new minimum found • An adaptive diffusion method (CSS) is necessary for correspondence ambiguities
Candidate Sampling Chains The KJS Algorithm C=SelectSamplingChain(mi) C C1 CM s=CovarianceScaledSampling(mi) S=BuildInterpretationTree (s,C) E=InverseKinematics(S) Prune and locally optimize E
Tracking Experiments • 4s agile dancing sequence, 25 frames per second • Cluttered background, self-occlusion, motion in depth • Automatically select kinematic jump samples (KJS) from short 3-link chains (rooted at hips, shoulders, neck) • 8 modes, CSS diffusion with scaling 4
Quantitative Search Statistics • Initialize in one minimum, different sampling regimes • Improved minima localization by KJS • Local optimization often not necessary
Summary • Kinematic Jump Sampling Algorithm • Construct interpretation trees of 3D joint positions corresponding to monocular kinematic ambiguities • Solve efficiently using closed-form inverse kinematics • Highly accurate hypothesis generator for long-range search • Local optimization polishing often un-necessary • Explicit kinematic jumps + cost-sensitive sampling • Address both depth and image matching ambiguities • Future work • Scene constraints (ground plane, equilibrium) • Jump strategies for image matching • Prior knowledge (Sminchisescu&Jepson03 upcoming)