Although skeleton-based action recognition has achieved great success in recent years, most of the existing methods may suffer from a large model size and slow execution speed. To alleviate this issue, we analyze skeleton sequence properties to propose a Double-feature Double-motion Network (DD-Net) for skeleton-based action recognition. By using a lightweight network structure (i.e., 0.15 million parameters), DD-Net can reach a super fast speed, as 3,500 FPS on one GPU, or, 2,000 FPS on one CPU. By employing robust features, DD-Net achieves the state-of-the-art performance on our experimental datasets: SHREC (i.e., hand actions) and JHMDB (i.e., body actions). Our code will be released with this paper later.
Nowadays, with the fast advancement of deep learning, skeleton acquisition is not limited to use motion capture systems @cite_25 and depth cameras @cite_37 . The RGB data, for instance, can be used to infer 2D skeletons @cite_27 @cite_30 or 3D skeletons @cite_38 @cite_43 in real time. Moreover, even WiFi signals can be used to estimate skeleton data @cite_40 @cite_17 . Those achievements have made skeleton-based action recognition available on a huge amount of multimedia resources and therefore have stimulated the model's development.
@cite_30 @cite_38 @cite_37 @cite_43 @cite_27 @cite_40 @cite_25 @cite_17
2963402313 2611932403 2056898157 2802545914 2559085405 2799062425 2090110089 2933379262
There has been significant progress on pose estimation and increasing interests on pose tracking in recent years. At the same time, the overall algorithm and system complexity increases as well, making the algorithm analysis and comparison more difficult. This work provides simple and effective baseline methods. They are helpful for inspiring and evaluating new ideas for the field. State-of-the-art results are achieved on challenging benchmarks. The code will be available at https: github.com leoxiaobin pose.pytorch. We present the first real-time method to capture the full global 3D skelet al pose of a human in a stable, temporally consistent manner using a single RGB camera. Our method combines a new convolutional neural network (CNN) based pose regressor with kinematic skeleton fitting. Our novel fully-convolutional pose formulation regresses 2D and 3D joint positions jointly in real time and does not require tightly cropped input frames. A real-time kinematic skeleton fitting method uses the CNN output to yield temporally stable 3D global pose reconstructions on the basis of a coherent kinematic skeleton. This makes our approach the first monocular RGB method usable in real-time applications such as 3D character control---thus far, the only monocular methods for such applications employed specialized RGB-D cameras. Our method's accuracy is quantitatively on par with the best offline 3D monocular RGB pose estimation methods. Our results are qualitatively comparable to, and sometimes better than, results from monocular RGB-D approaches, such as the Kinect. However, we show that our approach is more broadly applicable than RGB-D solutions, i.e., it works for outdoor scenes, community videos, and low quality commodity RGB cameras. Recent advances in 3D depth cameras such as Microsoft Kinect sensors (www.xbox.com en-US kinect) have created many opportunities for multimedia computing. The Kinect sensor lets the computer directly sense the third dimension (depth) of the players and the environment. It also understands when users talk, knows who they are when they walk up to it, and can interpret their movements and translate them into a format that developers can use to build new experiences. While the Kinect sensor incorporates several advanced sensing hardware, this article focuses on the vision aspect of the Kinect sensor and its impact beyond the gaming industry. In this paper, we present a novel method for real-time 3D hand pose estimation from single depth images using 3D Convolutional Neural Networks (CNNs). Image-based features extracted by 2D CNNs are not directly suitable for 3D hand pose estimation due to the lack of 3D spatial information. Our proposed 3D CNN-based method, taking a 3D volumetric representation of the hand depth image as input and extracting 3D features from the volumetric input, can capture the 3D spatial structure of the hand and accurately regress full 3D hand pose in a single pass. In order to make the 3D CNN robust to variations in hand sizes and global orientations, we perform 3D data augmentation on the training data. To further improve the estimation accuracy, we propose applying the 3D deep network architectures and leveraging the complete hand surface as intermediate supervision for learning 3D hand pose from depth images. Extensive experiments on three challenging datasets demonstrate that our proposed approach outperforms baselines and state-of-the-art methods. A cross-dataset experiment also shows that our method has good generalization ability. Furthermore, our method is fast as our implementation runs at over 91 frames per second on a standard computer with a single GPU. We present an approach to efficiently detect the 2D pose of multiple people in an image. The approach uses a nonparametric representation, which we refer to as Part Affinity Fields (PAFs), to learn to associate body parts with individuals in the image. The architecture encodes global context, allowing a greedy bottom-up parsing step that maintains high accuracy while achieving realtime performance, irrespective of the number of people in the image. The architecture is designed to jointly learn part locations and their association via two branches of the same sequential prediction process. Our method placed first in the inaugural COCO 2016 keypoints challenge, and significantly exceeds the previous state-of-the-art result on the MPII Multi-Person benchmark, both in performance and efficiency. This paper demonstrates accurate human pose estimation through walls and occlusions. We leverage the fact that wireless signals in the WiFi frequencies traverse walls and reflect off the human body. We introduce a deep neural network approach that parses such radio signals to estimate 2D poses. Since humans cannot annotate radio signals, we use state-of-the-art vision model to provide cross-modal supervision. Specifically, during training the system uses synchronized wireless and visual inputs, extracts pose information from the visual stream, and uses it to guide the training process. Once trained, the network uses only the wireless signal for pose estimation. We show that, when tested on visible scenes, the radio-based system is almost as accurate as the vision-based system used to train it. Yet, unlike vision-based pose estimation, the radio-based system can estimate 2D poses through walls despite never trained on such scenarios. Demo videos are available at our website. A comprehensive survey of computer vision-based human motion capture literature from the past two decades is presented. The focus is on a general overview based on a taxonomy of system functionalities, broken down into four processes: initialization, tracking, pose estimation, and recognition. Each process is discussed and divided into subprocesses and or categories of methods to provide a reference to describe and compare the more than 130 publications covered by the survey. References are included throughout the paper to exemplify important issues and their relations to the various methods. A number of general assumptions used in this research field are identified and the character of these assumptions indicates that the research field is still in an early stage of development. To evaluate the state of the art, the major application areas are identified and performances are analyzed in light of the methods presented in the survey. Finally, suggestions for future research directions are offered. WiFi human sensing has achieved great progress in indoor localization, activity classification, etc. Retracing the development of these work, we have a natural question: can WiFi devices work like cameras for vision applications? In this paper We try to answer this question by exploring the ability of WiFi on estimating single person pose. We use a 3-antenna WiFi sender and a 3-antenna receiver to generate WiFi data. Meanwhile, we use a synchronized camera to capture person videos for corresponding keypoint annotations. We further propose a fully convolutional network (FCN), termed WiSPPN, to estimate single person pose from the collected data and annotations. Evaluation on over 80k images (16 sites and 8 persons) replies aforesaid question with a positive answer. Codes have been made publicly available at this https URL.