- The paper introduces a novel approach capturing full 3D human pose from monocular video using 3D Part Orientation Fields.
- It develops an extensive dataset with diverse poses to train a Fully Convolutional Network for reconstructing face, body, and hands.
- The method demonstrates robust performance in challenging in-the-wild scenarios, reducing complexity in 3D motion capture.
Monocular Total Capture: Posing Face, Body, and Hands in the Wild
This paper presents a novel approach aimed at capturing the comprehensive 3D motion of human body, face, and hands from a single camera perspective, termed as "monocular total capture". This technique moves beyond traditional methods requiring elaborate multi-camera setups and instead, relies on monocular video input to reconstruct motion using a 3D deformable mesh model. The proposed method integrates a robust representation called 3D Part Orientation Fields (POFs) that effectively encodes the 3D orientation of various body segments within the typical 2D image space, which is predicted by an appropriately trained Fully Convolutional Network (FCN).
Key to the approach is the development of an extensive dataset featuring 3D human motion captured from a variety of subjects in diverse poses and movements within a multiview environment. This dataset facilitates the training of the model which in turn leverages prior knowledge inherent in a 3D deformable human model to deduce the total posture dynamics from the FCN attributes. Additionally, a texture-based tracking mechanism is introduced to ensure temporally coherent motion outputs, mitigating issues such as jitter and unwanted artifacts.
The method undergoes rigorous quantitative evaluations where it is juxtaposed with existing body-specific and hand-specific methods, exhibiting comparable accuracy. Notably, the performance is analyzed across different camera viewpoints and human pose variations, which underscores its robustness across challenging real-world scenarios. Demonstrations of the technique applied to various challenging "in-the-wild" videos are also provided which underscores its applicability into practical scenarios.
The implications are significant for domains such as entertainment, sports analysis, and even sociological research where understanding human dynamics without extensive setup can open new avenues. By publicly releasing both the code and the newly collected dataset, the research provides the foundation for further advancements and is primed for further development in fields interfacing with computer vision, machine learning, and AI-driven interaction models. Future exploration could refine its real-time application and scalability to multi-individual settings, expanding its utility horizon considerably.
This work marks an important direction towards reducing the complexity and cost associated with 3D motion capture, presenting a versatile tool that stands to benefit myriad applications reliant on accurate human motion reconstructions.