Topic:3D Multi Person Pose Estimation
What is 3D Multi Person Pose Estimation? 3D multi-person pose estimation is the process of estimating the 3D poses of multiple people in an image or video.
Papers and Code
May 08, 2025
Abstract:The motion capture system that supports full-body virtual representation is of key significance for virtual reality. Compared to vision-based systems, full-body pose estimation from sparse tracking signals is not limited by environmental conditions or recording range. However, previous works either face the challenge of wearing additional sensors on the pelvis and lower-body or rely on external visual sensors to obtain global positions of key joints. To improve the practicality of the technology for virtual reality applications, we estimate full-body poses using only inertial data obtained from three Inertial Measurement Unit (IMU) sensors worn on the head and wrists, thereby reducing the complexity of the hardware system. In this work, we propose a method called Progressive Inertial Poser (ProgIP) for human pose estimation, which combines neural network estimation with a human dynamics model, considers the hierarchical structure of the kinematic chain, and employs a multi-stage progressive network estimation with increased depth to reconstruct full-body motion in real time. The encoder combines Transformer Encoder and bidirectional LSTM (TE-biLSTM) to flexibly capture the temporal dependencies of the inertial sequence, while the decoder based on multi-layer perceptrons (MLPs) transforms high-dimensional features and accurately projects them onto Skinned Multi-Person Linear (SMPL) model parameters. Quantitative and qualitative experimental results on multiple public datasets show that our method outperforms state-of-the-art methods with the same inputs, and is comparable to recent works using six IMU sensors.
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Apr 11, 2025
Abstract:We propose a novel framework for accurate 3D human pose estimation in combat sports using sparse multi-camera setups. Our method integrates robust multi-view 2D pose tracking via a transformer-based top-down approach, employing epipolar geometry constraints and long-term video object segmentation for consistent identity tracking across views. Initial 3D poses are obtained through weighted triangulation and spline smoothing, followed by kinematic optimization to refine pose accuracy. We further enhance pose realism and robustness by introducing a multi-person physics-based trajectory optimization step, effectively addressing challenges such as rapid motions, occlusions, and close interactions. Experimental results on diverse datasets, including a new benchmark of elite boxing footage, demonstrate state-of-the-art performance. Additionally, we release comprehensive annotated video datasets to advance future research in multi-person pose estimation for combat sports.
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Apr 16, 2025
Abstract:We introduce an approach for detecting and tracking detailed 3D poses of multiple people from a single monocular camera stream. Our system maintains temporally coherent predictions in crowded scenes filled with difficult poses and occlusions. Our model performs both strong per-frame detection and a learned pose update to track people from frame to frame. Rather than match detections across time, poses are updated directly from a new input image, which enables online tracking through occlusion. We train on numerous image and video datasets leveraging pseudo-labeled annotations to produce a model that matches state-of-the-art systems in 3D pose estimation accuracy while being faster and more accurate in tracking multiple people through time. Code and weights are provided at https://github.com/apple/ml-comotion
* Accepted at ICLR 2025, for code and weights go to
https://github.com/apple/ml-comotion
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Apr 08, 2025
Abstract:Autonomous driving systems must operate safely in human-populated indoor environments, where challenges such as limited perception and occlusion sensitivity arise when relying solely on onboard sensors. These factors generate difficulties in the accurate recognition of human intentions and the generation of comfortable, socially aware trajectories. To address these issues, we propose SAP-CoPE, a social-aware planning framework that integrates cooperative infrastructure with a novel 3D human pose estimation method and a model predictive control-based controller. This real-time framework formulates an optimization problem that accounts for uncertainty propagation in the camera projection matrix while ensuring human joint coherence. The proposed method is adaptable to single- or multi-camera configurations and can incorporate sparse LiDAR point-cloud data. To enhance safety and comfort in human environments, we integrate a human personal space field based on human pose into a model predictive controller, enabling the system to navigate while avoiding discomfort zones. Extensive evaluations in both simulated and real-world settings demonstrate the effectiveness of our approach in generating socially aware trajectories for autonomous systems.
* This paper has been submitted to the IEEE Transactions on Industrial
Electronics
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Apr 01, 2025
Abstract:In this work, we introduce Monocular and Generalizable Gaussian Talking Head Animation (MGGTalk), which requires monocular datasets and generalizes to unseen identities without personalized re-training. Compared with previous 3D Gaussian Splatting (3DGS) methods that requires elusive multi-view datasets or tedious personalized learning/inference, MGGtalk enables more practical and broader applications. However, in the absence of multi-view and personalized training data, the incompleteness of geometric and appearance information poses a significant challenge. To address these challenges, MGGTalk explores depth information to enhance geometric and facial symmetry characteristics to supplement both geometric and appearance features. Initially, based on the pixel-wise geometric information obtained from depth estimation, we incorporate symmetry operations and point cloud filtering techniques to ensure a complete and precise position parameter for 3DGS. Subsequently, we adopt a two-stage strategy with symmetric priors for predicting the remaining 3DGS parameters. We begin by predicting Gaussian parameters for the visible facial regions of the source image. These parameters are subsequently utilized to improve the prediction of Gaussian parameters for the non-visible regions. Extensive experiments demonstrate that MGGTalk surpasses previous state-of-the-art methods, achieving superior performance across various metrics.
* Accepted by CVPR 2025
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Mar 12, 2025
Abstract:We present Better Together, a method that simultaneously solves the human pose estimation problem while reconstructing a photorealistic 3D human avatar from multi-view videos. While prior art usually solves these problems separately, we argue that joint optimization of skeletal motion with a 3D renderable body model brings synergistic effects, i.e. yields more precise motion capture and improved visual quality of real-time rendering of avatars. To achieve this, we introduce a novel animatable avatar with 3D Gaussians rigged on a personalized mesh and propose to optimize the motion sequence with time-dependent MLPs that provide accurate and temporally consistent pose estimates. We first evaluate our method on highly challenging yoga poses and demonstrate state-of-the-art accuracy on multi-view human pose estimation, reducing error by 35% on body joints and 45% on hand joints compared to keypoint-based methods. At the same time, our method significantly boosts the visual quality of animatable avatars (+2dB PSNR on novel view synthesis) on diverse challenging subjects.
* 14 pages, 6 figures
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Mar 08, 2025
Abstract:Egocentric human body estimation allows for the inference of user body pose and shape from a wearable camera's first-person perspective. Although research has used pose estimation techniques to overcome self-occlusions and image distortions caused by head-mounted fisheye images, similar advances in 3D human mesh recovery (HMR) techniques have been limited. We introduce Fish2Mesh, a fisheye-aware transformer-based model designed for 3D egocentric human mesh recovery. We propose an egocentric position embedding block to generate an ego-specific position table for the Swin Transformer to reduce fisheye image distortion. Our model utilizes multi-task heads for SMPL parametric regression and camera translations, estimating 3D and 2D joints as auxiliary loss to support model training. To address the scarcity of egocentric camera data, we create a training dataset by employing the pre-trained 4D-Human model and third-person cameras for weak supervision. Our experiments demonstrate that Fish2Mesh outperforms previous state-of-the-art 3D HMR models.
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Mar 05, 2025
Abstract:Recovering absolute poses in the world coordinate system from monocular views presents significant challenges. Two primary issues arise in this context. Firstly, existing methods rely on 3D motion data for training, which requires collection in limited environments. Acquiring such 3D labels for new actions in a timely manner is impractical, severely restricting the model's generalization capabilities. In contrast, 2D poses are far more accessible and easier to obtain. Secondly, estimating a person's absolute position in metric space from a single viewpoint is inherently more complex. To address these challenges, we introduce Mocap-2-to-3, a novel framework that decomposes intricate 3D motions into 2D poses, leveraging 2D data to enhance 3D motion reconstruction in diverse scenarios and accurately predict absolute positions in the world coordinate system. We initially pretrain a single-view diffusion model with extensive 2D data, followed by fine-tuning a multi-view diffusion model for view consistency using publicly available 3D data. This strategy facilitates the effective use of large-scale 2D data. Additionally, we propose an innovative human motion representation that decouples local actions from global movements and encodes geometric priors of the ground, ensuring the generative model learns accurate motion priors from 2D data. During inference, this allows for the gradual recovery of global movements, resulting in more plausible positioning. We evaluate our model's performance on real-world datasets, demonstrating superior accuracy in motion and absolute human positioning compared to state-of-the-art methods, along with enhanced generalization and scalability. Our code will be made publicly available.
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Feb 18, 2025
Abstract:We propose a novel method for spatiotemporal multi-camera calibration using freely moving people in multiview videos. Since calibrating multiple cameras and finding matches across their views are inherently interdependent, performing both in a unified framework poses a significant challenge. We address these issues as a single registration problem of matching two sets of 3D points, leveraging human motion in dynamic multi-person scenes. To this end, we utilize 3D human poses obtained from an off-the-shelf monocular 3D human pose estimator and transform them into 3D points on a unit sphere, to solve the rotation, time offset, and the association alternatingly. We employ a probabilistic approach that can jointly solve both problems of aligning spatiotemporal data and establishing correspondences through soft assignment between two views. The translation is determined by applying coplanarity constraints. The pairwise registration results are integrated into a multiview setup, and then a nonlinear optimization method is used to improve the accuracy of the camera poses, temporal offsets, and multi-person associations. Extensive experiments on synthetic and real data demonstrate the effectiveness and flexibility of the proposed method as a practical marker-free calibration tool.
* 8 pages, 4 figures
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Feb 06, 2025
Abstract:Modeling humans in physical scenes is vital for understanding human-environment interactions for applications involving augmented reality or assessment of human actions from video (e.g. sports or physical rehabilitation). State-of-the-art literature begins with a 3D human pose, from monocular or multiple views, and uses this representation to ground the person within a 3D world space. While standard metrics for accuracy capture joint position errors, they do not consider physical plausibility of the 3D pose. This limitation has motivated researchers to propose other metrics evaluating jitter, floor penetration, and unbalanced postures. Yet, these approaches measure independent instances of errors and are not representative of balance or stability during motion. In this work, we propose measuring physical plausibility from within physics simulation. We introduce two metrics to capture the physical plausibility and stability of predicted 3D poses from any 3D Human Pose Estimation model. Using physics simulation, we discover correlations with existing plausibility metrics and measuring stability during motion. We evaluate and compare the performances of two state-of-the-art methods, a multi-view triangulated baseline, and ground truth 3D markers from the Human3.6m dataset.
* Accepted to BMVC2024
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