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Monocular Real-time Hand Shape and Motion Capture using Multi-modal Data (2003.09572v3)

Published 21 Mar 2020 in cs.CV

Abstract: We present a novel method for monocular hand shape and pose estimation at unprecedented runtime performance of 100fps and at state-of-the-art accuracy. This is enabled by a new learning based architecture designed such that it can make use of all the sources of available hand training data: image data with either 2D or 3D annotations, as well as stand-alone 3D animations without corresponding image data. It features a 3D hand joint detection module and an inverse kinematics module which regresses not only 3D joint positions but also maps them to joint rotations in a single feed-forward pass. This output makes the method more directly usable for applications in computer vision and graphics compared to only regressing 3D joint positions. We demonstrate that our architectural design leads to a significant quantitative and qualitative improvement over the state of the art on several challenging benchmarks. Our model is publicly available for future research.

Citations (193)

Summary

  • The paper presents a method that accurately estimates hand shape and motion from a single RGB camera using diverse data modalities.
  • It employs DetNet for 2D/3D hand detection and IKNet to efficiently regress joint rotations for realistic hand animations.
  • Empirical results demonstrate robust performance at up to 100 fps, outperforming traditional multi-camera setups in occlusion handling.

Monocular Real-time Hand Shape and Motion Capture using Multi-modal Data

The paper "Monocular Real-time Hand Shape and Motion Capture using Multi-modal Data" introduces a cutting-edge method for estimating hand shapes and poses from single RGB images with remarkable speed and accuracy. Unlike traditional methods that rely on multiple cameras and complex setups, the approach presented here simplifies the capture system down to a single camera, optimizing for cost-effectiveness and energy consumption.

Technical Overview

The notable contribution of this paper lies in its strategic integration of diverse data modalities to enhance the model's performance. The proposed system effectively utilizes:

  1. Annotated image data with both 2D and 3D labels.
  2. Synthetic datasets.
  3. Stand-alone 3D hand motion capture data without corresponding image data.

The architecture comprises two primary modules: DetNet and IKNet. DetNet is tasked with detecting 2D and 3D hand positions as an auxiliary task to aid in feature extraction from the images, leveraging fully and weakly annotated datasets. The module predicts the root-relative 3D positions and helps in assessing the hand shape by fitting a parametric model to these predictions. IKNet further regresses these joint positions into joint rotations, addressing the inverse kinematics problem efficiently. Joint rotations, being more fundamental than mere positional data, enable the practical animation of hand mesh models—critical for applications in computer graphics, AR, and VR.

Quantitative and Qualitative Analysis

Empirical evaluations reveal that the architecture surpasses existing methods in both qualitative and quantitative benchmarks, demonstrating superior handling of common challenges such as occlusions and scaling variations. Significantly, the system achieves runtime performance of up to 100 frames per second (fps), a step forward for real-time applications. Comparatively, the system exhibits marked improvement in accuracy particularly for datasets like Dexter+Object and EgoDexter, which were not included in any model training, thereby highlighting its robustness and generalization strength.

Implications and Future Directions

The implications of this paper are manifold, promoting advancements in interactive technologies that rely on gesture and motion capture. This could substantially benefit AR/VR systems, remote human-computer interactions, and entertainment industries that seek high fidelity and real-time feedback. On the theoretical front, the integration of multi-modal data and architectural modularity could serve as a template for future AI/ML models across different domains.

The authors anticipate future work to expand the capabilities of this system to include texture capture and model adaptation for multiple interacting hands. Such developments have the potential to elevate the paper of monocular capture techniques beyond singular applications and into broader, more interactive domains.

Conclusion

Through the synergistic use of varied data sources and novel network architectures, the research makes significant strides in monocular hand motion capture technologies. While still facing challenges inherent to single-image depth ambiguities and fast motion, the presented approach showcases the potential to redefine efficiency and functionality benchmarks in the field. As AI continues to evolve, integrating such methods can foster innovations leading to more immersive, intuitive interactions between humans and digital environments.

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