ACM Transactions on Graphics, (Proc. SIGGRAPH Asia), 36(6), 245:1–245:17, November 2017, (*) Two first authors contributed equally (article)
Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes at http://mano.is.tue.mpg.de.
Hand motion capture with an RGB-D sensor gained recently a lot of research attention, however, even most recent approaches focus on the case of a single isolated hand.
We focus instead on hands that interact with other hands or with a rigid or articulated object.
Our framework successfully captures motion in such scenarios by combining a generative model with discriminatively trained salient points, collision detection and physics simulation to achieve a low tracking error with physically plausible poses.
All components are unified in a single objective function that can be optimized with standard optimization techniques.
We initially assume a-priori knowledge of the object's shape and skeleton.
In case of unknown object shape there are existing 3d reconstruction methods that capitalize on distinctive geometric or texture features.
These methods though fail for textureless and highly symmetric objects like household articles, mechanical parts or toys.
We show that extracting 3d hand motion for in-hand scanning effectively facilitates the reconstruction of such objects and we fuse the rich additional information of hands into a 3d reconstruction pipeline.
Finally, although shape reconstruction is enough for rigid objects, there is a lack of tools that build rigged models of articulated objects that deform realistically using RGB-D data.
We propose a method that creates a fully rigged model consisting of a watertight mesh, embedded skeleton and skinning weights by employing a combination of deformable mesh tracking, motion segmentation based on spectral clustering and skeletonization based on mean curvature flow.
European Conference on Computer Vision Workshops 2016 (ECCVW’16) - Workshop on Recovering 6D Object Pose (R6D’16), 2016 (proceedings)
Although commercial and open-source software exist to reconstruct a static object from a sequence recorded with an RGB-D sensor, there is a lack of tools that build rigged models of articulated objects that deform realistically and can be used for tracking or animation.
In this work, we fill this gap and propose a method that creates a fully rigged model of an articulated object from depth data of a single sensor.
To this end, we combine deformable mesh tracking, motion segmentation based on spectral clustering and skeletonization based on mean curvature flow.
The fully rigged model then consists of a watertight mesh, embedded skeleton, and skinning weights.
International Journal of Computer Vision (IJCV), 2016 (article)
Hand motion capture is a popular research field, recently gaining more attention due to the ubiquity of RGB-D sensors. However, even most recent approaches focus on the case of a single isolated hand. In this work, we focus on hands that interact with other hands or objects and present a framework that successfully captures motion in such interaction scenarios for both rigid and articulated objects. Our framework combines a generative model with discriminatively trained salient points to achieve a low tracking error and with collision detection and physics simulation to achieve physically plausible estimates even in case of occlusions and missing visual data. Since all components are unified in a single objective function which is almost everywhere differentiable, it can be optimized with standard optimization techniques. Our approach works for monocular RGB-D sequences as well as setups with multiple synchronized RGB cameras. For a qualitative and quantitative evaluation, we captured 29 sequences with a large variety of interactions and up to 150 degrees of freedom.
In International Conference on Computer Vision (ICCV), International Conference on Computer Vision (ICCV), December 2015 (inproceedings)
Recent advances have enabled 3d object reconstruction approaches using a single off-the-shelf RGB-D camera. Although these approaches are successful for a wide range of object classes, they rely on stable and distinctive geometric or texture features. Many objects like mechanical parts, toys, household or decorative articles, however, are textureless and characterized by minimalistic shapes that are simple and symmetric. Existing in-hand scanning systems and 3d reconstruction techniques fail for such symmetric objects in the absence of highly distinctive features. In this work, we show that extracting 3d hand motion for in-hand scanning effectively facilitates the reconstruction of even featureless and highly symmetric objects and we present an approach that fuses the rich additional information of hands into a 3d reconstruction pipeline, significantly contributing to the state-of-the-art of in-hand scanning.
In German Conference on Pattern Recognition (GCPR), pages: 1-13, Lecture Notes in Computer Science, Springer, GCPR, September 2014 (inproceedings)
Hand motion capture has been an active research topic in recent years, following the success of full-body pose tracking. Despite similarities, hand tracking proves to be more challenging, characterized by a higher dimensionality, severe occlusions and self-similarity between fingers.
For this reason, most approaches rely on strong assumptions, like hands in isolation or expensive multi-camera systems, that limit the practical use. In this work, we propose a framework for hand tracking that can capture the motion of two interacting hands using only a single, inexpensive RGB-D camera. Our approach combines a generative model with collision detection and discriminatively learned salient points. We quantitatively evaluate our approach on 14 new sequences with challenging interactions.
In German Conference on Pattern Recognition (GCPR), 8142, pages: 131-141, Lecture Notes in Computer Science, (Editors: Weickert, Joachim and Hein, Matthias and Schiele, Bernt), Springer, 2013 (inproceedings)
Benchmarking methods for 3d hand tracking is still an open problem due to the difficulty of acquiring ground truth data.
We introduce a new dataset and benchmarking protocol that is insensitive to the accumulative error of other protocols.
To this end, we create testing frame pairs of increasing difficulty and measure the pose estimation error separately for each of them.
This approach gives new insights and allows to accurately study the performance of each feature or method without employing a full tracking pipeline.
Following this protocol, we evaluate various directional distances in the context of silhouette-based 3d hand tracking, expressed as special cases of a generalized Chamfer distance form.
An appropriate parameter setup is proposed for each of them, and a comparative study reveals the best performing method in this context.
Tzionas, D., Vrenas, K., Eleftheriadis, S., Georgoulis, S., Petrantonakis, P. C., Hadjileontiadis, L. J.
In Proceedings of the 3rd International Conferenceon Software Development for EnhancingAccessibility and Fighting Info-Exclusion, pages: 23-30, DSAI ’10, UTAD - Universidade de Trás-os-Montes e Alto Douro, 2010 (inproceedings)
Post-amputation sensation often translates to the feeling of severe pain in the missing limb, referred to as phantom limb pain (PLP). A clear and rational treatment regimen is difficult to establish, as long as the underlying pathophysiology is not fully known. In this work, an innovative PLP management system is presented, as a module of an holistic computer-mediated pain management environment, namely Epione. The proposed Epione-PLP scheme is structured upon advanced facial expression analysis, used to form a dynamic pain meter, which, in turn, is used to trigger biofeedback and augmented reality-based PLP distraction scenarios. The latter incorporate a model of the missing limb for its visualization, in an effort to provide to the amputee the feeling of its existence and control, and, thus, maximize his/her PLP relief. The novel Epione-PLP management approach integrates edge-technology within the context of personalized health and it could be used to facilitate easing of PLP patients' suffering, provide efficient progress monitoring and contribute to the increase in their quality of life.
Georgoulis, S., Eleftheriadis, S., Tzionas, D., Vrenas, K., Petrantonakis, P., Hadjileontiadis, L. J.
In Proceedings of the 2010 International Conference on Intelligent Networking and Collaborative Systems, pages: 259-266, INCOS ’10, IEEE Computer Society, Washington, DC, USA, 2010 (inproceedings)
An innovative pain management system, namely Epione, is presented here. Epione deals with three main types of pain, i.e., acute pain, chronic pain, and phantom limb pain. In particular, by using facial expression analysis, Epione forms a dynamic pain meter, which then triggers biofeedback and augmented reality-based destruction scenarios, in an effort to maximize patient's pain relief. This unique combination sets Epione not only a novel pain management approach, but also a means that provides an understanding and integration of the needs of the whole community involved i.e., patients and physicians, in a joint attempt to facilitate easing of their suffering, provide efficient monitoring and contribute to a better quality of life.
Our goal is to understand the principles of Perception, Action and Learning in autonomous systems that successfully interact with complex environments and to use this understanding to design future systems