This chapter explains a precise SLAM technique, PL-SLAM, that allows to simultaneously process points and lines and tackle situations where point-only based methods are prone to fail, like poorly textured scenes or motion blurred images where feature points are vanished out. The method is remarkably robust against image noise, and that it outperforms state-of-the-art methods for point based contour alignment. The method can run in real-time and in a low cost hardware.
We propose a Generative Adversarial Network (GAN) to forecast 3D human motion given a sequence of past 3D skeleton poses. While recent GANs have shown promising results, they can only forecast plausible motion over relatively short periods of time (few hundred milliseconds) and typically ignore the absolute position of the skeleton w.r.t. the camera. Our scheme provides long term predictions (two seconds or more) for both the body pose and its absolute position. Our approach builds upon three main contributions. First, we represent the data using a spatio-temporal tensor of 3D skeleton coordinates which allows formulating the prediction problem as an inpainting one, for which GANs work particularly well. Secondly, we design an architecture to learn the joint distribution of body poses and global motion, capable to hypothesize large chunks of the input 3D tensor with missing data. And finally, we argue that the L2 metric, considered so far by most approaches, fails to capture the actual distribution of long-term human motion. We propose two alternative metrics, based on the distribution of frequencies, that are able to capture more realistic motion patterns. Extensive experiments demonstrate our approach to significantly improve the state of the art, while also handling situations in which past observations are corrupted by occlusions, noise and missing frames.
We present a system to photo-realistically transfer the clothing of a person in a reference image into another person in an unconstrained image or video. Our architecture is based on a GAN equipped with a physical memory that updates an initially incomplete texture map of the clothes that is progressively completed with the new inferred occluded parts. The system is trained in an unsupervised manner. The results are visually appealing and open the possibility to be used in the future as a quick virtual try-on clothing system.
Recent advances in 3D human shape estimation build upon parametric representations that model very well the shape of the naked body, but are not appropriate to represent the clothing geometry. In this paper, we present an approach to model dressed humans and predict their geometry from single images. We contribute in three fundamental aspects of the problem, namely, a new dataset, a novel shape parameterization algorithm and an end-to-end deep generative network for predicting shape. First, we present 3DPeople, a large-scale synthetic dataset with 2 Million photo-realistic images of 80 subjects performing 70 activities and wearing diverse outfits. Besides providing textured 3D meshes for clothes and body we annotated the dataset with segmentation masks, skeletons, depth, normal maps and optical flow. All this together makes 3DPeople suitable for a plethora of tasks. We then represent the 3D shapes using 2D geometry im-ages. To build these images we propose a novel spherical area-preserving parameterization algorithm based on the optimal mass transportation method. We show this approach to improve existing spherical maps which tend to shrink the elongated parts of the full body models such as the arms and legs, making the geometry images incomplete. Finally, we design a multi-resolution deep generative network that, given an input image of a dressed human, predicts his/her geometry image (and thus the clothed body shape) in an end-to-end manner. We obtain very promising results in jointly capturing body pose and clothing shape, both for synthetic validation and on the wild images.
We present an efficient, online, and interactive approach for computing a classifier, called Wild Lady Ferns (WiLFs), for face learning and detection using small human supervision. More precisely, on the one hand, WiLFs combine online boosting and extremely randomized trees (Random Ferns) to compute progressively an efficient and discriminative classifier. On the other hand, WiLFs use an interactive human-machine approach that combines two complementary learning strategies to reduce considerably the degree of human supervision during learning. While the first strategy corresponds to query-by-boosting active learning, that requests human assistance over difficult samples in function of the classifier confidence, the second strategy refers to a memory-based learning which uses κ Exemplar-based Nearest Neighbors (κENN) to assist automatically the classifier. A pre-trained Convolutional Neural Network (CNN) is used to perform κENN with high-level feature descriptors. The proposed approach is therefore fast (WilFs run in 1 FPS using a code not fully optimized), accurate (we obtain detection rates over 82% in complex datasets), and laborsaving (human assistance percentages of less than 20%). As a byproduct, we demonstrate that WiLFs also perform semi-automatic annotation during learning, as while the classifier is being computed, WiLFs are discovering faces instances in input images which are used subsequently for M. Villamizar Idiap Research Institute, Switzerland. E-mail: michael.villamizar@idiap.ch A. Sanfeliu Institut de robotica i informatica industrial, Barcelona, Spain. E-mail: sanfeliu@iri.upc.edu F. Moreno-Noguer Institut de robotica i informatica industrial, Barcelona, Spain. E-mail: fmoreno@iri.upc.edu training online the classifier. The advantages of our approach are demonstrated in synthetic and publicly available databases, showing comparable detection rates as offline approaches that require larger amounts of handmade training data.
We propose a method for predicting the 3D shape of a deformable surface from a single view. By contrast with previous approaches, we do not need a pre-registered template of the surface, and our method is robust to the lack of texture and partial occlusions. At the core of our approach is a geometry-aware deep architecture that tackles the problem as usually done in analytic solutions: first perform 2D detection of the mesh and then estimate a 3D shape that is geometrically consistent with the image. We train this architecture in an end-to-end manner using a large dataset of synthetic renderings of shapes under different levels of deformation, material properties, textures and lighting conditions. We evaluate our approach on a test split of this dataset and available real benchmarks, consistently improving state-of-the-art solutions with a significantly lower computational time.
In recent years, there has been a growing interest in enabling autonomous social robots to interact with people. However, many questions remain unresolved regarding the social capabilities robots should have in order to perform this interaction in an ever more natural manner. In this paper, we tackle this problem through a comprehensive study of various topics involved in the interaction between a mobile robot and untrained human volunteers for a variety of tasks. In particular, this work presents a framework that enables the robot to proactively approach people and establish friendly interaction. To this end, we provided the robot with several perception and action skills, such as that of detecting people, planning an approach and communicating the intention to initiate a conversation while expressing an emotional status. We also introduce an interactive learning system that uses the person's volunteered assistance to incrementally improve the robot's perception skills. As a proof of concept, we focus on the particular task of online face learning and recognition. We conducted real-life experiments with our Tibi robot to validate the framework during the interaction process. Within this study, several surveys and user studies have been realized to reveal the social acceptability of the robot within the context of different tasks.
We propose a robust and efficient method to estimate the pose of a camera with respect to complex 3D textured models of the environment that can potentially contain more than 100; 000 points. To tackle this problem we follow a top down approach where we combine high-level deep network classifiers with low level geometric approaches to come up with a solution that is fast, robust and accurate. Given an input image, we initially use a pre-trained deep network to compute a rough estimation of the camera pose. This initial estimate constrains the number of 3D model points that can be seen from the camera viewpoint. We then establish 3D-to-2D correspondences between these potentially visible points of the model and the 2D detected image features. Accurate pose estimation is finally obtained from the 2D-to-3D correspondences using a novel PnP algorithm that rejects outliers without the need to use a RANSAC strategy, and which is between 10 and 100 times faster than other methods that use it. Two real experiments dealing with very large and complex 3D models demonstrate the effectiveness of the approach.
We propose an efficient Human Robot Interaction approach to efficiently model the appearance of all relevant objects in robot's environment. Given an input video stream recorded while the robot is navigating, the user just needs to annotate a very small number of frames to build specific classifiers for each of the objects of interest. At the core of the method, there are several random ferns classifiers that share the same features and are updated online. The resulting methodology is fast (runs at 8 fps), versatile (it can be applied to unconstrained scenarios), scalable (real experiments show we can model up to 30 different object classes), and minimizes the amount of human intervention by leveraging the uncertainty measures associated to each classifier. We thoroughly validate the approach on synthetic data and on real sequences acquired with a mobile platform in outdoor and challenging scenarios containing a multitude of different objects. We show that the human can, with minimal effort, provide the robot with a detailed model of the objects in the scene.
We present a method for efficiently detecting natural landmarks that can handle scenes with highly repetitive patterns and targets progressively changing its appearance. At the core of our approach lies a Random Ferns classifier, that models the posterior probabilities of different views of the target using multiple and independent Ferns, each containing features at particular positions of the target. A Shannon entropy measure is used to pick the most informative locations of these features. This minimizes the number of Ferns while maximizing its discriminative power, allowing thus, for robust detections at low computational costs. In addition, after offline initialization, the new incoming detections are used to update the posterior probabilities on the fly, and adapt to changing appearances that can occur due to the presence of shadows or occluding objects. All these virtues, make the proposed detector appropriate for UAV navigation. Besides the synthetic experiments that will demonstrate the theoretical benefits of our formulation, we will show applications for detecting landing areas in regions with highly repetitive patterns, and specific objects under the presence of cast shadows or sudden camera motions.
We introduce a novel approach to automatically recover 3D human pose from a single image. Most previous work follows a pipelined approach: initially, a set of 2D features such as edges, joints or silhouettes are detected in the image, and then these observations are used to infer the 3D pose. Solving these two problems separately may lead to erroneous 3D poses when the feature detector has performed poorly. In this paper, we address this issue by jointly solving both the 2D detection and the 3D inference problems. For this purpose, we propose a Bayesian framework that integrates a generative model based on latent variables and discriminative 2D part detectors based on HOGs, and perform inference using evolutionary algorithms. Real experimentation demonstrates competitive results, and the ability of our methodology to provide accurate 2D and 3D pose estimations even when the 2D detectors are inaccurate.
Markerless 3D human pose detection from a single image is a severely underconstrained problem because different 3D poses can have similar image projections. In order to handle this ambiguity, current approaches rely on prior shape models that can only be correctly adjusted if 2D image features are accurately detected. Unfortunately, although current 2D part detector algorithms have shown promising results, they are not yet accurate enough to guarantee a complete disambiguation of the 3D inferred shape. In this paper, we introduce a novel approach for estimating 3D human pose even when observations are noisy. We propose a stochastic sampling strategy to propagate the noise from the image plane to the shape space. This provides a set of ambiguous 3D shapes, which are virtually undistinguishable from their image projections. Disambiguation is then achieved by imposing kinematic constraints that guarantee the resulting pose resembles a 3D human shape. We validate the method on a variety of situations in which state-of-the-art 2D detectors yield either inaccurate estimations or partly miss some of the body parts.
Perception and manipulation of rigid objects has received a lot of attention, and several solutions have been proposed. In contrast, dealing with deformable objects is a relatively new and challenging task because they are more complex to model, their state is difficult to determine, and self-occlusions are common and hard to estimate. In this paper we present our progress/results in the perception of deformable objects both using conventional RGB cameras and active sensing strategies by means of depth cameras.We provide insights in two different areas of application: grasping of textiles and plant leaf modelling.
Ariadna Quattoni合作论文数LARCA Research Group, Dept. LSI, UPC1