Contact and Human Dynamics from Monocular Video

Davis Rempe, L. Guibas, Aaron Hertzmann, Bryan C. Russell, Ruben Villegas, Jimei Yang
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引用次数: 63

Abstract

Existing deep models predict 2D and 3D kinematic poses from video that are approximately accurate, but contain visible errors that violate physical constraints, such as feet penetrating the ground and bodies leaning at extreme angles. In this paper, we present a physics-based method for inferring 3D human motion from video sequences that takes initial 2D and 3D pose estimates as input. We first estimate ground contact timings with a novel prediction network which is trained without hand-labeled data. A physics-based trajectory optimization then solves for a physically-plausible motion, based on the inputs. We show this process produces motions that are significantly more realistic than those from purely kinematic methods, substantially improving quantitative measures of both kinematic and dynamic plausibility. We demonstrate our method on character animation and pose estimation tasks on dynamic motions of dancing and sports with complex contact patterns.
从单目视频接触和人体动力学
现有的深度模型从视频中预测2D和3D的运动学姿势大致准确,但包含违反物理约束的可见误差,例如脚穿地和身体倾斜到极端角度。在本文中,我们提出了一种基于物理的方法,用于从视频序列中推断3D人体运动,该方法将初始的2D和3D姿态估计作为输入。我们首先用一种新的预测网络估计地面接触时间,该网络在没有人工标记数据的情况下进行训练。基于物理的轨迹优化,然后解决一个物理上合理的运动,基于输入。我们表明,这一过程产生的运动明显比纯运动学方法更真实,大大提高了运动学和动力学合理性的定量测量。我们展示了我们的方法在具有复杂接触模式的舞蹈和运动的动态运动中的角色动画和姿态估计任务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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