UNOC: Understanding Occlusion for Embodied Presence in Virtual Reality

Mathias Parger, Chengcheng Tang, Yuanlu Xu, Christopher David Twigg, Lingling Tao, Yijing Li, Robert Wang, Markus Steinberger

Research output: Contribution to journalArticlepeer-review

Abstract

Tracking body and hand motions in 3D space is essential for social and self-presence in augmented and virtual environments. Unlike the popular 3D pose estimation setting, the problem is often formulated as egocentric tracking based on embodied perception (e.g., egocentric cameras, handheld sensors). In this paper, we propose a new data-driven framework for egocentric body tracking, targeting challenges of omnipresent occlusions in optimization-based methods (e.g., inverse kinematics solvers). We first collect a large-scale motion capture dataset with both body and finger motions using optical markers and inertial sensors. This dataset focuses on social scenarios and captures ground truth poses under self-occlusions and body-hand interactions. We then simulate the occlusion patterns in head-mounted camera views on the captured ground truth using a ray casting algorithm and learn a deep neural network to infer the occluded body parts. Our experiments show that our method is able to generate high-fidelity embodied poses by applying the proposed method to the task of real-time egocentric body tracking, finger motion synthesis, and 3-point inverse kinematics.

Original languageEnglish
JournalIEEE Transactions on Visualization and Computer Graphics
Early online date2021
DOIs
Publication statusE-pub ahead of print - 2021

Keywords

  • body tracking
  • Cameras
  • embodied presence
  • Headphones
  • Kinematics
  • machine learning
  • Motion capture
  • Optical sensors
  • Three-dimensional displays
  • Tracking
  • Videos
  • virtual reality

ASJC Scopus subject areas

  • Software
  • Signal Processing
  • Computer Vision and Pattern Recognition
  • Computer Graphics and Computer-Aided Design

Fingerprint

Dive into the research topics of 'UNOC: Understanding Occlusion for Embodied Presence in Virtual Reality'. Together they form a unique fingerprint.

Cite this