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Real-time finger tracking using active motion capture: a neural network approach robust to occlusions

Published: 08 November 2018 Publication History

Abstract

Hands deserve particular attention in virtual reality (VR) applications because they represent our primary means for interacting with the environment. Although marker-based motion capture with inverse kinematics works adequately for full body tracking, it is less reliable for small body parts such as hands and fingers which are often occluded when captured optically, thus leading VR professionals to rely on additional systems (e.g. inertial trackers). We present a machine learning pipeline to track hands and fingers using solely a motion capture system based on cameras and active markers. Our finger animation is performed by a predictive model based on neural networks trained on a movements dataset acquired from several subjects with a complementary capture system. We employ a two-stage pipeline, which first resolves occlusions, and then recovers all joint transformations. We show that our method compares favorably to inverse kinematics by inferring automatically the constraints from the data, provides a natural reconstruction of postures, and handles occlusions better than three proposed baselines.

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References

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Cited By

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  • (2024)Localization and recognition of human action in 3D using transformersCommunications Engineering10.1038/s44172-024-00272-73:1Online publication date: 3-Sep-2024
  • (2021)Non-Traditional Rig for Virtual Environment Systems. Case study: Arm rigProceedings of the 23rd Symposium on Virtual and Augmented Reality10.1145/3488162.3488230(162-166)Online publication date: 18-Oct-2021
  • (2021)Graph Matching for Marker Labeling and Missing Marker Reconstruction With Bone Constraint by LSTM in Optical Motion CaptureIEEE Access10.1109/ACCESS.2021.30603859(34868-34881)Online publication date: 2021
  • Show More Cited By

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cover image ACM Conferences
MIG '18: Proceedings of the 11th ACM SIGGRAPH Conference on Motion, Interaction and Games
November 2018
185 pages
ISBN:9781450360159
DOI:10.1145/3274247
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 08 November 2018

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Author Tags

  1. IMU
  2. finger tracking
  3. inverse kinematics
  4. machine learning
  5. motion capture
  6. neural networks
  7. optical active markers
  8. virtual reality

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MIG '18
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MIG '18: Motion, Interaction and Games
November 8 - 10, 2018
Limassol, Cyprus

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Overall Acceptance Rate -9 of -9 submissions, 100%

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Cited By

View all
  • (2024)Localization and recognition of human action in 3D using transformersCommunications Engineering10.1038/s44172-024-00272-73:1Online publication date: 3-Sep-2024
  • (2021)Non-Traditional Rig for Virtual Environment Systems. Case study: Arm rigProceedings of the 23rd Symposium on Virtual and Augmented Reality10.1145/3488162.3488230(162-166)Online publication date: 18-Oct-2021
  • (2021)Graph Matching for Marker Labeling and Missing Marker Reconstruction With Bone Constraint by LSTM in Optical Motion CaptureIEEE Access10.1109/ACCESS.2021.30603859(34868-34881)Online publication date: 2021
  • (2021)DeMoCap: Low-Cost Marker-Based Motion CaptureInternational Journal of Computer Vision10.1007/s11263-021-01526-z129:12(3338-3366)Online publication date: 1-Dec-2021
  • (2020)Improved CNN-Based Marker Labeling for Optical Hand TrackingVirtual Reality and Augmented Reality10.1007/978-3-030-62655-6_10(165-177)Online publication date: 25-Nov-2020

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