基于SRHandNet的高帧率虚拟手势交互系统

Wei Wei, Zesong Yang, Qianru Li, Sirui Tao
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引用次数: 0

摘要

手势识别在虚拟人机交互系统中起着重要的作用。然而,现有的方法往往依赖于各种智能传感器或数据手套,这大大增加了该领域的研究成本和门槛。因此,本文提出了一种低成本的单目相机的手关键点识别方法。以往基于单目相机的手部关键点识别研究都是通过传统的深度学习主干网独立处理每一帧图像,需要耗费大量的计算能力,因此存在高延迟和不稳定的问题。为了解决这一问题,我们构建了一个基于SRHandNet的单目摄像机实时交互系统,该系统是一种简化的、合格的手部检测深度神经网络模型。我们使用TensorRT和Kalman滤波对原始模型进行了修改,以期在窗口和边缘平台(例如:NVIDIA Jetson),在其上交互系统的捕获帧率翻了一番。通过对摄像机位置的估计,实现了二维和三维手部关键点的映射,实现了虚拟人机交互。一系列的实验验证了该模型相对于基线的优越性,表明该工作在增强现实应用中的模型部署和手部姿势识别方面具有很大的前景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual Hand-Gesture Interaction System based on SRHandNet with High Frame Rate
Hand gesture recognition plays an important role in virtual human-computer interaction systems. However, existing methods often rely on a variety of smart sensors or data gloves, which significantly increases the cost and threshold of research in this area. Therefore, this paper sets out to hand key points recognition from a low-cost monocular camera. Previous research on hand key points recognition with monocular cameras suffer from high latency and instability since they process each frame independently via a traditional deep learning backbone that cost much computing power. To alleviate this issue, we build a real-time interaction system with a monocular camera based on SRHandNet, which is a simplified and qualified deep neural network model on hand detection. We modify the original model with TensorRT and Kalman Filtering, intending to achieve a more stable and efficient application for both windows and edge platforms(e.g. NVIDIA Jetson), on which the capturing frame rate of the interaction system is doubled. With the estimation of camera position, we realized the mapping between 2D and 3D hand key points, achieving virtual human-machine interaction. A series of experiments validated the superiority of the proposed model over baselines, suggesting that this work may have great prospect in model deployment and hand pose recognition in augmented reality applications.
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