Optical motion capture (mocap) systems are widely used for ground-truth capture in AR/VR, SLAM and robotics datasets. These datasets require extrinsic calibration to align mocap coordinates to external camera frames – a step that is subject to multiple sources of error in practice, and failures often go undetected until they corrupt downstream data. These issues are compounded for fisheye cameras, where spatially non-uniform distortion makes both calibration and verification more challenging. We present a calibration and verification system designed for this setting. Concretely, we target robustness to board-to-marker attachment variation, optimization initialization ambiguity, and session-to-session calibration drift after deployment. The calibration jointly estimates camera extrinsics and the board-to-marker transform, and uses a staged solver to improve convergence reliability under ambiguous initialization. The verification component, , provides fast, operator-independent assessment through a measurement chain entirely independent of the calibration data. In experiments on a Meta Quest 3 headset with fisheye cameras, our calibration outperforms existing benchwork, and lollypop reliably detects calibration degradation over time. The system has been deployed in production data collection pipelines.
Accurate tracking of a user's body pose while wearing a virtual reality (VR), augmented reality (AR) or mixed reality (MR) headset is a prerequisite for authentic self-expression, natural social presence, and intuitive user interfaces. Existing body tracking approaches on VR/AR devices are either under-constrained, e.g., attempting to infer full body pose from only headset and controller pose, or require impractical hardware setups that place cameras far from a user's face to improve body visibility. In this paper, we present the first controller-less egocentric body tracking solution that runs on an actual VR device using the same cameras that are used for SLAM tracking. We propose a novel egocentric tracking architecture that models the temporal history of body motion using multi-view latent features. Furthermore, we release the first large-scale real-image dataset for egocentric body tracking, EgoBody3M, with a realistic VR headset configuration and diverse subjects and motions. Benchmarks on the dataset shows that our approach outperforms other state-of-the-art methods in both accuracy and smoothness of the resulting motion. We perform ablation studies on our model choices and demonstrate the method running in realtime on a VR headset. Our dataset with more than 30 h of recordings and 3 million frames will be made publicly available.
Touch plays a fundamental role in manipulation for humans; however, machine perception of contact and pressure typically requires invasive sensors. Recent research has shown that deep models can estimate hand pressure based on a single RGB image. However, evaluations have been limited to controlled settings since collecting diverse data with ground-truth pressure measurements is difficult. We present a novel approach that enables diverse data to be captured with only an RGB camera and a cooperative participant. Our key insight is that people can be prompted to apply pressure in a certain way, and this prompt can serve as a weak label to supervise models to perform well under varied conditions. We collect a novel dataset with 51 participants making fingertip contact with diverse objects. Our network, PressureVision++, outperforms human annotators and prior work. We also demonstrate an application of PressureVision++ to mixed reality where pressure estimation allows everyday surfaces to be used as arbitrary touch-sensitive interfaces. Code, data, and models are available online.(1)
Convolutional neural network inference on video input is computationally expensive and requires high memory bandwidth. Recently, DeltaCNN [26] managed to reduce the cost by only processing pixels with significant updates over the previous frame. However, DeltaCNN relies on static camera input. Moving cameras add new challenges in how to fuse newly unveiled image regions with already processed regions efficiently to minimize the update rate - without increasing memory overhead and without knowing the camera extrinsics of future frames. In this work, we propose MotionDeltaCNN, a sparse CNN inference framework that supports moving cameras. We introduce spherical buffers and padded convolutions to enable seamless fusion of newly unveiled regions and previously processed regions – without increasing memory footprint. Our evaluation shows that we outperform DeltaCNN by up to 90% for moving camera videos.
Soft robotic grippers facilitate contact-rich manipulation, including robust grasping of varied objects. Yet the beneficial compliance of a soft gripper also results in significant deformation that can make precision manipulation challenging. We present visual pressure estimation & control (VPEC), a method that infers pressure applied by a soft gripper using an RGB image from an external camera. We provide results for visual pressure inference when a pneumatic gripper and a tendon-actuated gripper make contact with a flat surface. We also show that VPEC enables precision manipulation via closed-loop control of inferred pressure images. In our evaluation, a mobile manipulator (Stretch RE1 from Hello Robot) uses visual servoing to make contact at a desired pressure; follow a spatial pressure trajectory; and grasp small low-profile objects, including a microSD card, a penny, and a pill. Overall, our results show that visual estimates of applied pressure can enable a soft gripper to perform precision manipulation.
We propose a method for estimating the 6DoF pose of a rigid object with an available 3D model from a single RGB image. Unlike classical correspondence-based methods which predict 3D object coordinates at pixels of the input image, the proposed method predicts 3D object coordinates at 3D query points sampled in the camera frustum. The move from pixels to 3D points, which is inspired by recent PIFu-style methods for 3D reconstruction, enables reasoning about the whole object, including its (self-)occluded parts. For a 3D query point associated with a pixel-aligned image feature, we train a fully-connected neural network to predict: (i) the corresponding 3D object coordinates, and (ii) the signed distance to the object surface, with the first defined only for query points in the surface vicinity. We call the mapping realized by this network as Neural Correspondence Field. The object pose is then robustly estimated from the predicted 3D-3D correspondences by the Kabsch-RANSAC algorithm. The proposed method achieves state-of-the-art results on three BOP datasets and is shown superior especially in challenging cases with occlusion. The project website is at: linhuang17.github.io/NCF .
Tracking body and hand motions in 3D space is essential for social and self-presence in augmented and virtual environments. Unlike the popular 3D pose estimation setting, the problem is often formulated as egocentric tracking based on embodied perception (e.g., egocentric cameras, handheld sensors). In this article, we propose a new data-driven framework for egocentric body tracking, targeting challenges of omnipresent occlusions in optimization-based methods (e.g., inverse kinematics solvers). We first collect a large-scale motion capture dataset with both body and finger motions using optical markers and inertial sensors. This dataset focuses on social scenarios and captures ground truth poses under self-occlusions and body-hand interactions. We then simulate the occlusion patterns in head-mounted camera views on the captured ground truth using a ray casting algorithm and learn a deep neural network to infer the occluded body parts. Our experiments show that our method is able to generate high-fidelity embodied poses by applying the proposed method to the task of real-time egocentric body tracking, finger motion synthesis, and 3-point inverse kinematics.
Convolutional neural network inference on video input is computationally expensive and requires high memory bandwidth. Recently, DeltaCNN managed to reduce the cost by only processing pixels with significant updates over the previous frame. However, DeltaCNN relies on static camera input. Moving cameras add new challenges in how to fuse newly unveiled image regions with already processed regions efficiently to minimize the update rate - without increasing memory overhead and without knowing the camera extrinsics of future frames. In this work, we propose MotionDeltaCNN, a sparse CNN inference framework that supports moving cameras. We introduce spherical buffers and padded convolutions to enable seamless fusion of newly unveiled regions and previously processed regions – without increasing memory footprint. Our evaluation shows that we outperform DeltaCNN by up to 90
People often interact with their surroundings by applying pressure with their hands. While hand pressure can be measured by placing pressure sensors between the hand and the environment, doing so can alter contact mechanics, interfere with human tactile perception, require costly sensors, and scale poorly to large environments. We explore the possibility of using a conventional RGB camera to infer hand pressure, enabling machine perception of hand pressure from uninstrumented hands and surfaces. The central insight is that the application of pressure by a hand results in informative appearance changes. Hands share biomechanical properties that result in similar observable phenomena, such as soft-tissue deformation, blood distribution, hand pose, and cast shadows. We collected videos of 36 participants with diverse skin tone applying pressure to an instrumented planar surface. We then trained a deep model (PressureVisionNet) to infer a pressure image from a single RGB image. Our model infers pressure for participants outside of the training data and outperforms baselines. We also show that the output of our model depends on the appearance of the hand and cast shadows near contact regions. Overall, our results suggest the appearance of a previously unobserved human hand can be used to accurately infer applied pressure.
Convolutional neural network inference on video data requires powerful hardware for real-time processing. Given the inherent coherence across consecutive frames, large parts of a video typically change little. By skipping identical image regions and truncating insignificant pixel updates, computational redundancy can in theory be reduced significantly. However, these theoretical savings have been difficult to translate into practice, as sparse updates hamper computational consistency and memory access coherence; which are key for efficiency on real hardware. With DeltaCNN, we present a sparse convolutional neural network framework that enables sparse frame-by-frame updates to accelerate video inference in practice. We provide sparse implementations for all typical CNN layers and propagate sparse feature updates end-to-end – without accumulating errors over time. DeltaCNN is applicable to all convolutional neural networks without retraining. To the best of our knowledge, we are the first to significantly outperform the dense reference, cuDNN, in practical settings, achieving speedups of up to 7x with only marginal differences in accuracy. Our CUDA kernels and PyTorch extensions can be found at https://github.com/facebookresearch/DeltaCNN.
Physical contact between hands and objects plays a critical role in human grasps. We show that optimizing the pose of a hand to achieve expected contact with an object can improve hand poses inferred via image-based methods. Given a hand mesh and an object mesh, a deep model trained on ground truth contact data infers desirable contact across the surfaces of the meshes. Then, ContactOpt efficiently optimizes the pose of the hand to achieve desirable contact using a differentiable contact model. Notably, our contact model encourages mesh interpenetration to approximate deformable soft tissue in the hand. In our evaluations, our methods result in grasps that better match ground truth contact, have lower kinematic error, and are significantly preferred by human participants. Code and models are available online1.
Neural shape models can represent complex 3D shapes with a compact latent space. When applied to dynamically deforming shapes such as the human hands, however, they would need to preserve temporal coherence of the deformation as well as the intrinsic identity of the subject. These properties are difficult to regularize with manually designed loss functions. In this paper, we learn a neural deformation model that disentangles the identity-induced shape variations from pose-dependent deformations using implicit neural functions. We perform template-free unsupervised learning on 3D scans without explicit mesh correspondence or semantic correspondences of shapes across subjects. We can then apply the learned model to reconstruct partial dynamic 4D scans of novel subjects performing unseen actions. We propose two methods to integrate global pose alignment with our neural deformation model. Experiments demonstrate the efficacy of our method in the disentanglement of identities and pose. Our method also outperforms traditional skeleton-driven models in reconstructing surface details such as palm prints or tendons without limitations from a fixed template.
This document provides additional implementation details and qualitative results to supplement the main paper. Additional details are given about the object subsets used while training networks on ContactPose (Section 2) and HO-3D (Section 3). Training settings for the DeepContact estimation network (Section 4), hyperparameters for the contact optimization procedure (Section 5), and more details on the evaluations (Section 6) are discussed. Finally, we provide more qualitative examples of the full pipeline running (Section 7).
Fully immersive experiences in AR/VR depend on re-constructing the full body pose of the user without restricting their motion. In this paper we study the use of body-worn electromagnetic (EM) field-based sensing for the task of 3D human pose reconstruction. To this end, we present a method to estimate SMPL parameters from 6-12 EM sensors. We leverage a customized wearable system consisting of wireless EM sensors measuring time-synchronized 6D poses at 120 Hz. To provide accurate poses even with little user instrumentation, we adopt a recently proposed hybrid framework, learned gradient descent (LGD), to iteratively estimate SMPL pose and shape from our input measurements. This allows us to harness powerful pose priors to cope with the idiosyncrasies of the input data and achieve accurate pose estimates. The proposed method uses AMASS to synthesize virtual EM-sensor data and we show that it generalizes well to a newly captured real dataset consisting of a total of 36 minutes of motion from 5 subjects. We achieve reconstruction errors as low as 31.8 mm and 13.3 degrees, outperforming both pure learning- and pure optimization-based methods. Code and data is available under https://ait.ethz.ch/projects/2021/em-pose.
We present a system for real-time hand-tracking to drive virtual and augmented reality (VR/AR) experiences. Using four fisheye monochrome cameras, our system generates accurate and low-jitter 3D hand motion across a large working volume for a diverse set of users. We achieve this by proposing neural network architectures for detecting hands and estimating hand keypoint locations. Our hand detection network robustly handles a variety of real world environments. The keypoint estimation network leverages tracking history to produce spatially and temporally consistent poses. We design scalable, semi-automated mechanisms to collect a large and diverse set of ground truth data using a combination of manual annotation and automated tracking. Additionally, we introduce a detection-by-tracking method that increases smoothness while reducing the computational cost; the optimized system runs at 60Hz on PC and 30Hz on a mobile processor. Together, these contributions yield a practical system for capturing a user's hands and is the default feature on the Oculus Quest VR headset powering input and social presence.
Grasping is natural for humans. However, it involves complex hand configurations and soft tissue deformation that can result in complicated regions of contact between the hand and the object. Understanding and modeling this contact can potentially improve hand models, AR/VR experiences, and robotic grasping. Yet, we currently lack datasets of hand-object contact paired with other data modalities, which is crucial for developing and evaluating contact modeling techniques. We introduce ContactPose, the first dataset of hand-object contact paired with hand pose, object pose, and RGB-D images. ContactPose has 2306 unique grasps of 25 household objects grasped with 2 functional intents by 50 participants, and more than 2.9 M RGB-D grasp images. Analysis of ContactPose data reveals interesting relationships between hand pose and contact. We use this data to rigorously evaluate various data representations, heuristics from the literature, and learning methods for contact modeling. Data, code, and trained models are available at https://contactpose.cc.gatech.edu .
Hand pose estimation from the monocular 2D image is challenging due to the variation in lighting, appearance, and background. While some success has been achieved using deep neural networks, they typically require collecting a large dataset that adequately samples all the axes of variation of hand images. It would, therefore, be useful to find a representation of hand pose which is independent of the image appearance~(like hand texture, lighting, background), so that we can synthesize unseen images by mixing pose-appearance combinations. In this paper, we present a novel technique that disentangles the representation of pose from a complementary appearance factor in 2D monochrome images. We supervise this disentanglement process using a network that learns to generate images of hand using specified pose+appearance features. Unlike previous work, we do not require image pairs with a matching pose; instead, we use the pose annotations already available and introduce a novel use of cycle consistency to ensure orthogonality between the factors. Experimental results show that our self-disentanglement scheme successfully decomposes the hand image into the pose and its complementary appearance features of comparable quality as the method using paired data. Additionally, training the model with extra synthesized images with unseen hand-appearance combinations by re-mixing pose and appearance factors from different images can improve the 2D pose estimation performance.
Optical marker-based motion capture is the dominant way for obtaining high-fidelity human body animation for special effects, movies, and video games. However, motion capture has seen limited application to the human hand due to the difficulty of automatically identifying (or labeling) identical markers on self-similar fingers. We propose a technique that frames the labeling problem as a keypoint regression problem conducive to a solution using convolutional neural networks. We demonstrate robustness of our labeling solution to occlusion, ghost markers, hand shape, and even motions involving two hands or handheld objects. Our technique is equally applicable to sparse or dense marker sets and can run in real-time to support interaction prototyping with high-fidelity hand tracking and hand presence in virtual reality.
We propose a system for real-time six degrees of freedom (6DoF) tracking of a passive stylus that achieves sub-millimeter accuracy, which is suitable for writing or drawing in mixed reality applications. Our system is particularly easy to implement, requiring only a monocular camera, a 3D printed dodecahedron, and hand-glued binary square markers. The accuracy and performance we achieve are due to model-based tracking using a calibrated model and a combination of sparse pose estimation and dense alignment. We demonstrate the system performance in terms of speed and accuracy on a number of synthetic and real datasets, showing that it can be competitive with state-of-the-art multi-camera motion capture systems. We also demonstrate several applications of the technology ranging from 2D and 3D drawing in VR to general object manipulation and board games.
We propose a system for real-time six degrees of freedom (6DoF) tracking of a passive stylus that achieves sub-millimeter accuracy, which is suitable for writing or drawing in mixed reality applications. Our system is particularly easy to implement, requiring only a monocular camera, a 3D printed dodecahedron, and hand-glued binary square markers. The accuracy and performance we achieve are due to model-based tracking using a calibrated model and a combination of sparse pose estimation and dense alignment. We demonstrate the system performance in terms of speed and accuracy on a number of synthetic and real datasets, showing that it can be competitive with state-of-the-art multi-camera motion capture systems. We also demonstrate several applications of the technology ranging from 2D and 3D drawing in VR to general object manipulation and board games.
Shao-Yi Chien (簡韶逸)合作论文数Department of Electrical Engineering, National Taiwan University2
Ming-Hsuan Yang合作论文数Vision and Learning Lab, University of California, Merced;Google DeepMind2