Human hand actions are quite complex, especially when they involve object manipulation, mainly due to the high dimensionality of the hand and the vast action space that entails. Imitating those actions with dexterous hand models involves different important and challenging steps: acquiring human hand information, retargeting it to a hand model, and learning a policy from acquired data. In this work, we capture the hand information by using a state-of-the-art hand pose estimator. We tackle the retargeting problem from the hand pose to a 29 DoF hand model by combining inverse kinematics and PSO with a task objective optimisation. This objective encourages the virtual hand to accomplish the manipulation task, relieving the effect of the estimator's noise and the domain gap. Our approach leads to a better success rate in the grasping task compared to our inverse kinematics baseline, allowing us to record successful human demonstrations. Furthermore, we used these demonstrations to learn a policy network using generative adversarial imitation learning (GAIL) that is able to autonomously grasp an object in the virtual space.
In this work we study the use of 3D hand poses to recognize first-person dynamic hand actions interacting with 3D objects. Towards this goal, we collected RGB-D video sequences comprised of more than 100K frames of 45 daily hand action categories, involving 26 different objects in several hand configurations. To obtain hand pose annotations, we used our own mo-cap system that automatically infers the 3D location of each of the 21 joints of a hand model via 6 magnetic sensors and inverse kinematics. Additionally, we recorded the 6D object poses and provide 3D object models for a subset of hand-object interaction sequences. To the best of our knowledge, this is the first benchmark that enables the study of first-person hand actions with the use of 3D hand poses. We present an extensive experimental evaluation of RGB-D and pose-based action recognition by 18 baselines/state-of-the-art approaches. The impact of using appearance features, poses, and their combinations are measured, and the different training/testing protocols are evaluated. Finally, we assess how ready the 3D hand pose estimation field is when hands are severely occluded by objects in egocentric views and its influence on action recognition. From the results, we see clear benefits of using hand pose as a cue for action recognition compared to other data modalities. Our dataset and experiments can be of interest to communities of 3D hand pose estimation, 6D object pose, and robotics as well as action recognition.
In this paper, we strive to answer two questions: What is the current state of 3D hand pose estimation from depth images? And, what are the next challenges that need to be tackled? Following the successful Hands In the Million Challenge (HIM2017), we investigate the top 10 state-of-the-art methods on three tasks: single frame 3D pose estimation, 3D hand tracking, and hand pose estimation during object interaction. We analyze the performance of different CNN structures with regard to hand shape, joint visibility, view point and articulation distributions. Our findings include: (1) isolated 3D hand pose estimation achieves low mean errors (10 mm) in the view point range of [70, 120] degrees, but it is far from being solved for extreme view points; (2) 3D volumetric representations outperform 2D CNNs, better capturing the spatial structure of the depth data; (3) Discriminative methods still generalize poorly to unseen hand shapes; (4) While joint occlusions pose a challenge for most methods, explicit modeling of structure constraints can significantly narrow the gap between errors on visible and occluded joints.
We present the 2017 Hands in the Million Challenge, a public competition designed for the evaluation of the task of 3D hand pose estimation. The goal of this challenge is to assess how far is the state of the art in terms of solving the problem of 3D hand pose estimation as well as detect major failure and strength modes of both systems and evaluation metrics that can help to identify future research directions. The challenge follows up the recent publication of BigHand2.2M and First-Person Hand Action datasets, which have been designed to exhaustively cover multiple hand, viewpoint, hand articulation, and occlusion. The challenge consists of a standardized dataset, an evaluation protocol for two different tasks, and a public competition. In this document we describe the different aspects of the challenge and, jointly with the results of the participants, it will be presented at the 3rd International Workshop on Observing and Understanding Hands in Action, HANDS 2017, with ICCV 2017.
A human action can be seen as transitions between one's body poses over time, where the transition depicts a temporal relation between two poses. Recognizing actions thus involves learning a classifier sensitive to these pose transitions as well as to static poses. In this paper, we introduce a novel method called transitions forests, an ensemble of decision trees that both learn to discriminate static poses and transitions between pairs of two independent frames. During training, node splitting is driven by alternating two criteria: the standard classification objective that maximizes the discrimination power in individual frames, and the proposed one in pairwise frame transitions. Growing the trees tends to group frames that have similar associated transitions and share same action label incorporating temporal information that was not available otherwise. Unlike conventional decision trees where the best split in a node is determined independently of other nodes, the transition forests try to find the best split of nodes jointly (within a layer) for incorporating distant node transitions. When inferring the class label of a new frame, it is passed down the trees and the prediction is made based on previous frame predictions and the current one in an efficient and online manner. We apply our method on varied skeleton action recognition and online detection datasets showing its suitability over several baselines and state-of-the-art approaches.