By extending recent advances in vision-based tracking and physically based animation, we present the first algorithm capable of tracking high-fidelity hand deformations through highly self-contacting and self-occluding hand gestures, for both single hands and two hands.
In this article, suggestions are made about why AR platforms may offer ideal affordances to compensate for hearing loss, and how research-focused AR platforms could help toward better understanding of the role of hearing in everyday life.
In this paper, we present Acustico, a passive acoustic sensing approach that enables tap detection and 2D tap localization on uninstrumented surfaces using a wrist-worn device. Our technique uses a novel application of acoustic time differences of arrival (TDOA) analysis.
Cerebral blood flow is an important biomarker of brain health and function as it regulates the delivery of oxygen and substrates to tissue and the removal of metabolic waste products. Moreover, blood flow changes in specific areas of the brain are correlated with neuronal activity in those areas. Diffuse correlation spectroscopy (DCS) is a promising noninvasive optical technique for monitoring cerebral blood flow and for measuring cortex functional activation tasks. However, the current state-of-the-art DCS adoption is hindered by a trade-off between sensitivity to the cortex and signal-to-noise ratio (SNR).
Using standard convolutions to process such LiDAR images is problematic, as convolution filters pick up local features that are only active in specific regions in the image. As a result, the capacity of the network is under-utilized and the segmentation performance decreases. To fix this, we propose Spatially-Adaptive Convolution (SAC) to adopt different filters for different locations according to the input image.
VR telepresence consists of interacting with another human in a virtual space represented by an avatar. Today most avatars are cartoon-like, but soon the technology will allow video-realistic ones. This paper aims in this direction, and presents Modular Codec Avatars (MCA), a method to generate hyper-realistic faces driven by the cameras in the VR headset.
Analysis of hand-hand interactions is a crucial step towards better understanding human behavior. However, most researches in 3D hand pose estimation have focused on the isolated single hand case. Therefore, we firstly propose (1) a large-scale dataset, InterHand2.6M, and (2) a baseline network, InterNet, for 3D interacting hand pose estimation from a single RGB image.
We introduce ContactPose, the first dataset of hand-object contact paired with hand pose, object pose, and RGB-D images. ContactPose has 2306 unique grasps of 25 household objects grasped with 2 functional intents by 50 participants, and more than 2.9 M RGB-D grasp images. Analysis of ContactPose data reveals interesting relationships between hand pose and contact.
Human hands play a central role in interacting with other people and objects. For realistic replication of such hand motions, high-fidelity hand meshes have to be reconstructed. In this study, we firstly propose DeepHandMesh, a weakly-supervised deep encoder-decoder framework for high-fidelity hand mesh modeling. We design our system to be trained in an end-to-end and weakly-supervised manner; therefore, it does not require groundtruth meshes.
We present TexMesh, a novel approach to reconstruct detailed human meshes with high-resolution full-body texture from RGBD video. TexMesh enables high quality free-viewpoint rendering of humans. Given the RGB frames, the captured environment map, and the coarse per-frame human mesh from RGB-D tracking, our method reconstructs spatiotemporally consistent and detailed per-frame meshes along with a high-resolution albedo texture.