[Paper introduction] Performance Capture of Interacting Characters with Handheld Kinects
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Transcript of [Paper introduction] Performance Capture of Interacting Characters with Handheld Kinects
Notice
• This power point is made by Mitsuru Nakazawa, NOT an original author, for paper introduction of ECCV2012
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Performance Capture of Interacting Characters with Handheld Kinects
Genzhi Ye1 Yebin Liu1 Nils Hasler2
Xiangyang Ji1 Qionghai Dai1 Christian Theobalt2
1: Deptartment of Automation, Tsinghua University
2: Graphics, Vision & Video Group, Max-Planck Institute for Informatics
2ECCV2012 paper introduction
Presenter: Mitsuru NAKAZAWA
Introduction movie
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URL: http://media.au.tsinghua.edu.cn/yegenzhi/HandheldKinectsMocap_ECCV2012.jsp(Accessed on 26th Nov. 2012)
Related works
Multi-view motion capture approaches
Reconstruct a skeletal motion model & detailed dynamic surface geometry
Deal with people wide apparel
Require controlled studio setup (many number of sync video cameras)
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Marker-less motion capture from a single range sensor
Estimate complex poses at real-time frame rates
Difficult to capture 3D, complex, detailed model
Objective
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Reconstruct a skeleton motion & time varying surface geometry of humans in general apparel
Handle fast and complex motion with many self-occlusions & non-rid surface deformation
Not need studios with controlled lighting and many stationary cameras
Full performance capture of moving humans using
only 3 handheld, moving Kinects
Operator
Performer
freely move
Data capture
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Capture environment Captured data from 3 Kinects
Asynchronous capture Use a start recording signal to all PCs connected through Wi-Fi
Intrinsic calibration Apply Zhang’s method
Alignment between the color image and the range data Use the OpenNI API
Operator
Performer
GND (r=3m)
Scene models at time t• Human model
– Laser scanner provide a static mesh with embedded skeleton of each performer
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• 5,000 vertices of meshes• k-th performer’s Skeleton with
31 degrees of freedom: Ck
t
• Ground plane model (fixed)– Center of Environment– Planar mesh with circular boundary
• Camera extrinsic parameters of i-th Kinect– Translation, rotation: Lk
t
[*] F. Remondino: “3-D reconstruction of static human body shape from image sequence,” CVIU, Vol.93, No.1. pp.65-85
[*]
Geometric matching of Kinect point to vertices of a human model
Overview of the proposed method
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Point Could Segmentation
Optimization of skeleton & camera pose
at timet
Non-rigid deformation of the human surface via Laplacian deformation
Optimization of skeleton and camera pose
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Error function E is solved within iterative quasi-Newton minimization
• Human region error between model vertices and Kinect point cloud• Ground region error between model vertices and Kinect point cloud• Difference of matched SIFT feature positions between previous and current
time on background regions (SfM approach)
Result using t−1 & t−1 Result based on SfM approach Optimized result
Comparison with Multi-view Video TrackingMulti-view video trachking system with 10 calibrated cameras vs. Proposed method
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“Rolling” with slow motion Similar results
“Jump” with fast motion proposed method gets better results
Performance capture results on a variety of Sequences
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Conclusion
• Simultaneously marker-less performance capture system with several hand-held Kinects
– Iterative robust matching of tracked 3D models and input Kinect data
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References
• Linear Blend Skinning (Accessed on Nov. 25th 2012 )
– http://bit.ly/RaijkQ
• Motion Capture Using Joint Skeleton Tracking and Surface Estimation (Accessed on Nov. 26th 2012)
– http://www.vision.ee.ethz.ch/~gallju/projects/skelsurf/index.html
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