Self- and Interpersonal Contact in 3D Human Mesh Reconstruction

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Zitierfähiger Link (URI): http://hdl.handle.net/10900/152711
http://nbn-resolving.de/urn:nbn:de:bsz:21-dspace-1527112
http://dx.doi.org/10.15496/publikation-94050
Dokumentart: Dissertation
Erscheinungsdatum: 2024-07-01
Sprache: Englisch
Fakultät: 7 Mathematisch-Naturwissenschaftliche Fakultät
Fachbereich: Informatik
Gutachter: Black, Michael (Prof. Dr.)
Tag der mündl. Prüfung: 2024-03-14
DDC-Klassifikation: 004 - Informatik
Schlagworte: Maschinelles Sehen , Bildverarbeitung , Körperkontakt
Freie Schlagwörter: 3D Posen und Figur Schätzung
3D Human Pose and Shape Estimation
Lizenz: http://tobias-lib.uni-tuebingen.de/doku/lic_ohne_pod.php?la=de http://tobias-lib.uni-tuebingen.de/doku/lic_ohne_pod.php?la=en
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Abstract:

The ability to perceive tactile stimuli is of substantial importance for human beings in establishing a connection with the surrounding world. Humans rely on the sense of touch to navigate their environment and to engage in interactions with both themselves and other people. The field of computer vision has made great progress in estimating a person’s body pose and shape from an image, however, the investigation of self- and interpersonal contact has received little attention despite its considerable significance. Estimating contact from images is a challenging endeavor because it necessitates methodologies capable of predicting the full 3D human body surface, i.e. an individual’s pose and shape. The limitations of current methods become evident when considering the two primary datasets and labels employed within the community to supervise the task of human pose and shape estimation. First, the widely used 2D joint locations lack crucial information for representing the entire 3D body surface. Second, in datasets of 3D human bodies, e.g. collected from motion capture systems or body scanners, contact is usually avoided, since it naturally leads to occlusion which complicates data cleaning and can break the data processing pipelines. In this thesis, we first address the problem of estimating contact that humans make with themselves from RGB images. To do this, we introduce two novel methods that we use to create new datasets tailored for the task of human mesh estimation for poses with self-contact. We create (1) 3DCP, a dataset of 3D body scan and motion capture data of humans in poses with self-contact and (2) MTP, a dataset of images taken in the wild with accurate 3D reference data using pose mimicking. Next, we observe that 2D joint locations can be readily labeled at scale given an image, however, an equivalent label for self-contact does not exist. Consequently, we introduce (3) distrecte self-contact (DSC) annotations indicating the pairwise contact of discrete regions on the human body. We annotate three existing image datasets with discrete self-contact and use these labels during mesh optimization to bring body parts supposed to touch into contact. Then we train TUCH, a human mesh regressor, on our new datasets. When evaluated on the task of human body pose and shape estimation on public benchmarks, our results show that knowing about self-contact not only improves mesh estimates for poses with self-contact, but also for poses without self-contact. Next, we study contact humans make with other individuals during close social interaction. Reconstructing these interactions in 3D is a significant challenge due to the mutual occlusion. Furthermore, the existing datasets of images taken in the wild with ground-truth contact labels are of insufficient size to facilitate the training of a robust human mesh regressor. In this work, we employ a generative model, BUDDI, to learn the joint distribution of 3D pose and shape of two individuals during their interaction and use this model as prior during an optimization routine. To construct training data we leverage pre-existing datasets, i.e. motion capture data and Flickr images with discrete contact annotations. Similar to discrete self-contact labels, we utilize discrete human- human contact to jointly fit two meshes to detected 2D joint locations. The majority of methods for generating 3D humans focus on the motion of a single person and operate on 3D joint locations. While these methods can effectively generate motion, their representation of 3D humans is not sufficient for physical contact since they do not model the body surface. Our approach, in contrast, acts on the pose and shape parameters of a human body model, which enables us to sample 3D meshes of two people. We further demonstrate how the knowledge of human proxemics, incorporated in our model, can be used to guide an optimization routine. For this, in each optimization iteration, BUDDI takes the current mesh and proposes a refinement that we subsequently consider in the objective function. This procedure enables us to go beyond state of the art by forgoing ground-truth discrete human-human contact labels during optimization. Self- and interpersonal contact happen on the surface of the human body, however, the majority of existing art tends to predict bodies with similar, “average” body shape. This is due to a lack of training data of paired images taken in the wild and ground- truth 3D body shape and because 2D joint locations are not sufficient to explain body shape. The most apparent solution would be to collect body scans of people together with their photos. This is, however, a time-consuming and cost-intensive process that lacks scalability. Instead, we leverage the vocabulary humans use to describe body shape. First, we ask annotators to label how much a word like “tall” or “long legs” applies to a human body. We gather these ratings for rendered meshes of various body shapes, for which we have ground-truth body model shape parameters, and for images collected from model agency websites. Using this data, we learn a shape-to-attribute (A2S) model that predicts body shape ratings from body shape parameters. Then we train a human mesh regressor, SHAPY, on the model agency images wherein we supervise body shape via attribute annotations using A2S. Since no suitable test set of diverse 3D ground-truth body shape with images taken in natural settings exists, we introduce Human Bodies in the Wild (HBW). This novel dataset contains photographs of individuals together with their body scan. Our model predicts more realistic body shapes from an image and quantitatively improves body shape estimation on this new benchmark. In summary, we present novel datasets, optimization methods, a generative model, and regressors to advance the field of 3D human pose and shape estimation. Taken together, these methods open up ways to obtain more accurate and realistic 3D mesh estimates from images with multiple people in self- and mutual contact poses and with diverse body shapes. This line of research also enables generative approaches to create more natural, human-like avatars. We believe that knowing about self- and human-human contact through computer vision has wide-ranging implications in other fields as for example robotics, fitness, or behavioral science.

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