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UNOC: Understanding Occlusion for Embodied Presence in Virtual Reality (2012.03680v1)

Published 12 Nov 2020 in cs.CV and cs.LG

Abstract: Tracking body and hand motions in the 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 inside-out tracking based on embodied perception (e.g., egocentric cameras, handheld sensors). In this paper, we propose a new data-driven framework for inside-out 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. In the experiments, we show that our method is able to generate high-fidelity embodied poses by applying the proposed method on the task of real-time inside-out body tracking, finger motion synthesis, and 3-point inverse kinematics.

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Authors (8)
  1. Mathias Parger (7 papers)
  2. Chengcheng Tang (16 papers)
  3. Yuanlu Xu (19 papers)
  4. Christopher Twigg (2 papers)
  5. Lingling Tao (6 papers)
  6. Yijing Li (6 papers)
  7. Robert Wang (20 papers)
  8. Markus Steinberger (18 papers)
Citations (17)

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