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arXiv:2407.07604공식 코드 · Papers with Code

H-FCBFormer Hierarchical Fully Convolutional Branch Transformer for Occlusal Contact Segmentation with Articulating Paper

Occlusal contacts are the locations at which the occluding surfaces of the maxilla and the mandible posterior teeth meet. Occlusal contact detection is a vital tool for restoring the loss of masticatory function and is a mandatory assessment in the field of dentistry, with particular importance in prosthodontics and restorative dentistry. The most common method for occlusal contact detection is articulating paper. However, this method can indicate significant medically false positive and medically false negative contact areas, leaving the identification of true occlusal indications to clinicians. To address this, we propose a multiclass Vision Transformer and Fully Convolutional Network ensemble semantic segmentation model with a combination hierarchical loss function, which we name as Hierarchical Fully Convolutional Branch Transformer (H-FCBFormer). We also propose a method of generating medically true positive semantic segmentation masks derived from expert annotated articulating paper masks and gold standard masks. The proposed model outperforms other machine learning methods evaluated at detecting medically true positive contacts and performs better than dentists in terms of accurately identifying object-wise occlusal contact areas while taking significantly less time to identify them. Code is available at https://github.com/Banksylel/H-FCBFormer.

arXiv:2404.04819공식 코드 · Papers with Code

Joint Reconstruction of 3D Human and Object via Contact-Based Refinement Transformer

Human-object contact serves as a strong cue to understand how humans physically interact with objects. Nevertheless, it is not widely explored to utilize human-object contact information for the joint reconstruction of 3D human and object from a single image. In this work, we present a novel joint 3D human-object reconstruction method (CONTHO) that effectively exploits contact information between humans and objects. There are two core designs in our system: 1) 3D-guided contact estimation and 2) contact-based 3D human and object refinement. First, for accurate human-object contact estimation, CONTHO initially reconstructs 3D humans and objects and utilizes them as explicit 3D guidance for contact estimation. Second, to refine the initial reconstructions of 3D human and object, we propose a novel contact-based refinement Transformer that effectively aggregates human features and object features based on the estimated human-object contact. The proposed contact-based refinement prevents the learning of erroneous correlation between human and object, which enables accurate 3D reconstruction. As a result, our CONTHO achieves state-of-the-art performance in both human-object contact estimation and joint reconstruction of 3D human and object. The code is publicly available at https://github.com/dqj5182/CONTHO_RELEASE.

arXiv:2402.10966공식 코드 · Papers with Code

Non-contact photoacoustic imaging with a silicon photonics-based Laser Doppler Vibrometer

Photoacoustic imaging has emerged as a powerful, non-invasive modality for various biomedical applications. Conventional photoacoustic systems require contact-based ultrasound detection and expensive and bulky high-power lasers for the excitation. The use of contact-based detectors involves the risk of contamination, which is undesirable for most biomedical applications. While other non-contact detection methods can be bulky, in this paper, we demonstrate compact and contactless detection of photoacoustic signals on silicone samples embedded with ink-filled channels, mimicking tissue with blood-carrying veins. A silicon photonics-based Laser Doppler Vibrometer (LDV) detects the acoustic waves excited by a compact pulsed laser diode. By scanning the LDV beam over the surface of the sample, 2D photoacoustic images were reconstructed of the sample. Photoacoustic signals with absorption coefficients within the physiological range were detected by this setup.

arXiv:2310.16138공식 코드 · Papers with Code

Subtle Signals: Video-based Detection of Infant Non-nutritive Sucking as a Neurodevelopmental Cue

Non-nutritive sucking (NNS), which refers to the act of sucking on a pacifier, finger, or similar object without nutrient intake, plays a crucial role in assessing healthy early development. In the case of preterm infants, NNS behavior is a key component in determining their readiness for feeding. In older infants, the characteristics of NNS behavior offer valuable insights into neural and motor development. Additionally, NNS activity has been proposed as a potential safeguard against sudden infant death syndrome (SIDS). However, the clinical application of NNS assessment is currently hindered by labor-intensive and subjective finger-in-mouth evaluations. Consequently, researchers often resort to expensive pressure transducers for objective NNS signal measurement. To enhance the accessibility and reliability of NNS signal monitoring for both clinicians and researchers, we introduce a vision-based algorithm designed for non-contact detection of NNS activity using baby monitor footage in natural settings. Our approach involves a comprehensive exploration of optical flow and temporal convolutional networks, enabling the detection and amplification of subtle infant-sucking signals. We successfully classify short video clips of uniform length into NNS and non-NNS periods. Furthermore, we investigate manual and learning-based techniques to piece together local classification results, facilitating the segmentation of longer mixed-activity videos into NNS and non-NNS segments of varying duration. Our research introduces two novel datasets of annotated infant videos, including one sourced from our clinical study featuring 19 infant subjects and 183 hours of overnight baby monitor footage.

arXiv:2309.15273공식 코드 · Papers with Code

DECO: Dense Estimation of 3D Human-Scene Contact In The Wild

Understanding how humans use physical contact to interact with the world is key to enabling human-centric artificial intelligence. While inferring 3D contact is crucial for modeling realistic and physically-plausible human-object interactions, existing methods either focus on 2D, consider body joints rather than the surface, use coarse 3D body regions, or do not generalize to in-the-wild images. In contrast, we focus on inferring dense, 3D contact between the full body surface and objects in arbitrary images. To achieve this, we first collect DAMON, a new dataset containing dense vertex-level contact annotations paired with RGB images containing complex human-object and human-scene contact. Second, we train DECO, a novel 3D contact detector that uses both body-part-driven and scene-context-driven attention to estimate vertex-level contact on the SMPL body. DECO builds on the insight that human observers recognize contact by reasoning about the contacting body parts, their proximity to scene objects, and the surrounding scene context. We perform extensive evaluations of our detector on DAMON as well as on the RICH and BEHAVE datasets. We significantly outperform existing SOTA methods across all benchmarks. We also show qualitatively that DECO generalizes well to diverse and challenging real-world human interactions in natural images. The code, data, and models are available at https://deco.is.tue.mpg.de.

arXiv:2308.01854공식 코드 · Papers with Code

Reconstructing Three-Dimensional Models of Interacting Humans

Understanding 3d human interactions is fundamental for fine-grained scene analysis and behavioural modeling. However, most of the existing models predict incorrect, lifeless 3d estimates, that miss the subtle human contact aspects--the essence of the event--and are of little use for detailed behavioral understanding. This paper addresses such issues with several contributions: (1) we introduce models for interaction signature estimation (ISP) encompassing contact detection, segmentation, and 3d contact signature prediction; (2) we show how such components can be leveraged to ensure contact consistency during 3d reconstruction; (3) we construct several large datasets for learning and evaluating 3d contact prediction and reconstruction methods; specifically, we introduce CHI3D, a lab-based accurate 3d motion capture dataset with 631 sequences containing $2,525$ contact events, $728,664$ ground truth 3d poses, as well as FlickrCI3D, a dataset of $11,216$ images, with $14,081$ processed pairs of people, and $81,233$ facet-level surface correspondences. Finally, (4) we propose methodology for recovering the ground-truth pose and shape of interacting people in a controlled setup and (5) annotate all 3d interaction motions in CHI3D with textual descriptions. Motion data in multiple formats (GHUM and SMPLX parameters, Human3.6m 3d joints) is made available for research purposes at \url{https://ci3d.imar.ro}, together with an evaluation server and a public benchmark.

arXiv:2302.10433공식 코드 · Papers with Code

On discrete symmetries of robotics systems: A group-theoretic and data-driven analysis

We present a comprehensive study on discrete morphological symmetries of dynamical systems, which are commonly observed in biological and artificial locomoting systems, such as legged, swimming, and flying animals/robots/virtual characters. These symmetries arise from the presence of one or more planes/axis of symmetry in the system's morphology, resulting in harmonious duplication and distribution of body parts. Significantly, we characterize how morphological symmetries extend to symmetries in the system's dynamics, optimal control policies, and in all proprioceptive and exteroceptive measurements related to the system's dynamics evolution. In the context of data-driven methods, symmetry represents an inductive bias that justifies the use of data augmentation or symmetric function approximators. To tackle this, we present a theoretical and practical framework for identifying the system's morphological symmetry group $\G$ and characterizing the symmetries in proprioceptive and exteroceptive data measurements. We then exploit these symmetries using data augmentation and $\G$-equivariant neural networks. Our experiments on both synthetic and real-world applications provide empirical evidence of the advantageous outcomes resulting from the exploitation of these symmetries, including improved sample efficiency, enhanced generalization, and reduction of trainable parameters.

arXiv:2210.02033공식 코드 · Papers with Code

Learning Video-independent Eye Contact Segmentation from In-the-Wild Videos

Human eye contact is a form of non-verbal communication and can have a great influence on social behavior. Since the location and size of the eye contact targets vary across different videos, learning a generic video-independent eye contact detector is still a challenging task. In this work, we address the task of one-way eye contact detection for videos in the wild. Our goal is to build a unified model that can identify when a person is looking at his gaze targets in an arbitrary input video. Considering that this requires time-series relative eye movement information, we propose to formulate the task as a temporal segmentation. Due to the scarcity of labeled training data, we further propose a gaze target discovery method to generate pseudo-labels for unlabeled videos, which allows us to train a generic eye contact segmentation model in an unsupervised way using in-the-wild videos. To evaluate our proposed approach, we manually annotated a test dataset consisting of 52 videos of human conversations. Experimental results show that our eye contact segmentation model outperforms the previous video-dependent eye contact detector and can achieve 71.88% framewise accuracy on our annotated test set. Our code and evaluation dataset are available at https://github.com/ut-vision/Video-Independent-ECS.

arXiv:2208.00278공식 코드 · Papers with Code

Robust Contact State Estimation in Humanoid Walking Gaits

In this article, we propose a deep learning framework that provides a unified approach to the problem of leg contact detection in humanoid robot walking gaits. Our formulation accomplishes to accurately and robustly estimate the contact state probability for each leg (i.e., stable or slip/no contact). The proposed framework employs solely proprioceptive sensing and although it relies on simulated ground-truth contact data for the classification process, we demonstrate that it generalizes across varying friction surfaces and different legged robotic platforms and, at the same time, is readily transferred from simulation to practice. The framework is quantitatively and qualitatively assessed in simulation via the use of ground-truth contact data and is contrasted against state of-the-art methods with an ATLAS, a NAO, and a TALOS humanoid robot. Furthermore, its efficacy is demonstrated in base estimation with a real TALOS humanoid. To reinforce further research endeavors, our implementation is offered as an open-source ROS/Python package, coined Legged Contact Detection (LCD).

arXiv:2206.09553공식 코드 · Papers with Code

Capturing and Inferring Dense Full-Body Human-Scene Contact

Inferring human-scene contact (HSC) is the first step toward understanding how humans interact with their surroundings. While detecting 2D human-object interaction (HOI) and reconstructing 3D human pose and shape (HPS) have enjoyed significant progress, reasoning about 3D human-scene contact from a single image is still challenging. Existing HSC detection methods consider only a few types of predefined contact, often reduce body and scene to a small number of primitives, and even overlook image evidence. To predict human-scene contact from a single image, we address the limitations above from both data and algorithmic perspectives. We capture a new dataset called RICH for "Real scenes, Interaction, Contact and Humans." RICH contains multiview outdoor/indoor video sequences at 4K resolution, ground-truth 3D human bodies captured using markerless motion capture, 3D body scans, and high resolution 3D scene scans. A key feature of RICH is that it also contains accurate vertex-level contact labels on the body. Using RICH, we train a network that predicts dense body-scene contacts from a single RGB image. Our key insight is that regions in contact are always occluded so the network needs the ability to explore the whole image for evidence. We use a transformer to learn such non-local relationships and propose a new Body-Scene contact TRansfOrmer (BSTRO). Very few methods explore 3D contact; those that do focus on the feet only, detect foot contact as a post-processing step, or infer contact from body pose without looking at the scene. To our knowledge, BSTRO is the first method to directly estimate 3D body-scene contact from a single image. We demonstrate that BSTRO significantly outperforms the prior art. The code and dataset are available at https://rich.is.tue.mpg.de.

arXiv:2204.06950공식 코드 · Papers with Code

BEHAVE: Dataset and Method for Tracking Human Object Interactions

Modelling interactions between humans and objects in natural environments is central to many applications including gaming, virtual and mixed reality, as well as human behavior analysis and human-robot collaboration. This challenging operation scenario requires generalization to vast number of objects, scenes, and human actions. Unfortunately, there exist no such dataset. Moreover, this data needs to be acquired in diverse natural environments, which rules out 4D scanners and marker based capture systems. We present BEHAVE dataset, the first full body human- object interaction dataset with multi-view RGBD frames and corresponding 3D SMPL and object fits along with the annotated contacts between them. We record around 15k frames at 5 locations with 8 subjects performing a wide range of interactions with 20 common objects. We use this data to learn a model that can jointly track humans and objects in natural environments with an easy-to-use portable multi-camera setup. Our key insight is to predict correspondences from the human and the object to a statistical body model to obtain human-object contacts during interactions. Our approach can record and track not just the humans and objects but also their interactions, modeled as surface contacts, in 3D. Our code and data can be found at: http://virtualhumans.mpi-inf.mpg.de/behave

arXiv:2112.10390공식 코드 · Papers with Code

Evaluation and Comparison of Deep Learning Methods for Pavement Crack Identification with Visual Images

Compared with contact detection techniques, pavement crack identification with visual images via deep learning algorithms has the advantages of not being limited by the material of object to be detected, fast speed and low cost. The fundamental frameworks and typical model architectures of transfer learning (TL), encoder-decoder (ED), generative adversarial networks (GAN), and their common modules were first reviewed, and then the evolution of convolutional neural network (CNN) backbone models and GAN models were summarized. The crack classification, segmentation performance, and effect were tested on the SDNET2018 and CFD public data sets. In the aspect of patch sample classification, the fine-tuned TL models can be equivalent to or even slightly better than the ED models in accuracy, and the predicting time is faster; In the aspect of accurate crack location, both ED and GAN algorithms can achieve pixel-level segmentation and is expected to be detected in real time on low computing power platform. Furthermore, a weakly supervised learning framework of combined TL-SSGAN and its performance enhancement measures are proposed, which can maintain comparable crack identification performance with that of the supervised learning, while greatly reducing the number of labeled samples required.

arXiv:2112.04212공식 코드 · Papers with Code

Do Pedestrians Pay Attention? Eye Contact Detection in the Wild

In urban or crowded environments, humans rely on eye contact for fast and efficient communication with nearby people. Autonomous agents also need to detect eye contact to interact with pedestrians and safely navigate around them. In this paper, we focus on eye contact detection in the wild, i.e., real-world scenarios for autonomous vehicles with no control over the environment or the distance of pedestrians. We introduce a model that leverages semantic keypoints to detect eye contact and show that this high-level representation (i) achieves state-of-the-art results on the publicly-available dataset JAAD, and (ii) conveys better generalization properties than leveraging raw images in an end-to-end network. To study domain adaptation, we create LOOK: a large-scale dataset for eye contact detection in the wild, which focuses on diverse and unconstrained scenarios for real-world generalization. The source code and the LOOK dataset are publicly shared towards an open science mission.

arXiv:2012.11581공식 코드 · Papers with Code

Populating 3D Scenes by Learning Human-Scene Interaction

Humans live within a 3D space and constantly interact with it to perform tasks. Such interactions involve physical contact between surfaces that is semantically meaningful. Our goal is to learn how humans interact with scenes and leverage this to enable virtual characters to do the same. To that end, we introduce a novel Human-Scene Interaction (HSI) model that encodes proximal relationships, called POSA for "Pose with prOximitieS and contActs". The representation of interaction is body-centric, which enables it to generalize to new scenes. Specifically, POSA augments the SMPL-X parametric human body model such that, for every mesh vertex, it encodes (a) the contact probability with the scene surface and (b) the corresponding semantic scene label. We learn POSA with a VAE conditioned on the SMPL-X vertices, and train on the PROX dataset, which contains SMPL-X meshes of people interacting with 3D scenes, and the corresponding scene semantics from the PROX-E dataset. We demonstrate the value of POSA with two applications. First, we automatically place 3D scans of people in scenes. We use a SMPL-X model fit to the scan as a proxy and then find its most likely placement in 3D. POSA provides an effective representation to search for "affordances" in the scene that match the likely contact relationships for that pose. We perform a perceptual study that shows significant improvement over the state of the art on this task. Second, we show that POSA's learned representation of body-scene interaction supports monocular human pose estimation that is consistent with a 3D scene, improving on the state of the art. Our model and code are available for research purposes at https://posa.is.tue.mpg.de.