结合骨骼姿势的3D人体模型生成使用多个关节

Kevin Desai, B. Prabhakaran, S. Raghuraman
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引用次数: 7

摘要

RGB-D相机,如微软Kinect,为我们提供与场景相关的3D信息,颜色和深度。交互式3D远程沉浸(i3DTI)系统使用这种RGB-D相机来捕捉场景中的人,以便与其他远程用户协作,并与环境中的虚拟对象进行交互。使用单个相机,很难估计准确的骨骼姿势和完整的人的3D模型,特别是当人不在相机的完整视图中时。有了多个摄像头,即使只有部分视图,也可以对人的骨骼进行更准确的估计,从而得出更好、更完整的3D模型。在本文中,我们提出了一种实时骨骼姿态识别方法,该方法利用了单个kinect的不准确骨架,并提供了一个组合优化骨架。我们从所有Kinect骨架中估算每个关节的准确关节概率(PAJ)。我们确定人的正确方向,并为每个骨骼分配正确的关节边。然后,我们使用贪婪共识方法将高概率和精确关节结合起来估计组合骨架。使用单个骨架,我们从所有摄像机中分割点云。我们使用已经计算的PAJ值来获得准确骨的概率(PAB)。然后使用计算的PAB值将单个点云一个接一个地组合起来。生成的组合点云是场景中人物的完整而准确的3D表示。我们通过计算最佳视角Kinect骨架与估计骨架之间的误差距离来验证我们的估计骨架。详尽的分析是通过使用大约500000个骨架帧进行的,使用7个用户和7台相机捕获。通过检查估计的骨骼是否完全存在于人体模型中来进行视觉分析。我们还开发了一个3D全息泡泡游戏来展示结合骨架和点云的实时性能。我们的结果表明,在客观误差、视觉质量和实时用户性能方面,我们的方法比使用多个kinect的最先进方法表现得更好。
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Combining skeletal poses for 3D human model generation using multiple kinects
RGB-D cameras, such as the Microsoft Kinect, provide us with the 3D information, color and depth, associated with the scene. Interactive 3D Tele-Immersion (i3DTI) systems use such RGB-D cameras to capture the person present in the scene in order to collaborate with other remote users and interact with the virtual objects present in the environment. Using a single camera, it becomes difficult to estimate an accurate skeletal pose and complete 3D model of the person, especially when the person is not in the complete view of the camera. With multiple cameras, even with partial views, it is possible to get a more accurate estimate of the skeleton of the person leading to a better and complete 3D model. In this paper, we present a real-time skeletal pose identification approach that leverages on the inaccurate skeletons of the individual Kinects, and provides a combined optimized skeleton. We estimate the Probability of an Accurate Joint (PAJ) for each joint from all of the Kinect skeletons. We determine the correct direction of the person and assign the correct joint sides for each skeleton. We then use a greedy consensus approach to combine the highly probable and accurate joints to estimate the combined skeleton. Using the individual skeletons, we segment the point clouds from all the cameras. We use the already computed PAJ values to obtain the Probability of an Accurate Bone (PAB). The individual point clouds are then combined one segment after another using the calculated PAB values. The generated combined point cloud is a complete and accurate 3D representation of the person present in the scene. We validate our estimated skeleton against two well-known methods by computing the error distance between the best view Kinect skeleton and the estimated skeleton. An exhaustive analysis is performed by using around 500000 skeletal frames in total, captured using 7 users and 7 cameras. Visual analysis is performed by checking whether the estimated skeleton is completely present within the human model. We also develop a 3D Holo-Bubble game to showcase the real-time performance of the combined skeleton and point cloud. Our results show that our method performs better than the state-of-the-art approaches that use multiple Kinects, in terms of objective error, visual quality and real-time user performance.
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