Patrick Peluse

dblp:245/8900 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2023
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
Face, body and person analysis · 68% 3D vision · 32%
Computer graphics and multimedia
3 papers
Geometric modeling and processing · 74% Virtual and augmented reality · 26%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d human pose estimation
1.022023
SelfPose: 3D Egocentric Pose Estimation From a Headset Mounted Camera · IEEE Trans. Pattern Anal. Mach. Intell. 2023
xR-EgoPose: Egocentric 3D Human Pose From an HMD Camera · ICCV 2019
Computer vision › Face, body and person analysis › human pose estimation › 3d pose estimation
egocentric pose estimation
1.022023
SelfPose: 3D Egocentric Pose Estimation From a Headset Mounted Camera · IEEE Trans. Pattern Anal. Mach. Intell. 2023
xR-EgoPose: Egocentric 3D Human Pose From an HMD Camera · ICCV 2019
Computer vision › Face, body and person analysis
human pose estimation
1.022023
SelfPose: 3D Egocentric Pose Estimation From a Headset Mounted Camera · IEEE Trans. Pattern Anal. Mach. Intell. 2023
xR-EgoPose: Egocentric 3D Human Pose From an HMD Camera · ICCV 2019
Geometric modeling and processing
3d reconstruction
0.412020
Constraining dense hand surface tracking with elasticity · ACM Trans. Graph. 2020
Geometric modeling and processing › deformable models
physics-based deformable model
0.412020
Constraining dense hand surface tracking with elasticity · ACM Trans. Graph. 2020
Virtual and augmented reality › immersive display
head-mounted display
0.322023
SelfPose: 3D Egocentric Pose Estimation From a Headset Mounted Camera · IEEE Trans. Pattern Anal. Mach. Intell. 2023
xR-EgoPose: Egocentric 3D Human Pose From an HMD Camera · ICCV 2019
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
0.112020
Constraining dense hand surface tracking with elasticity · ACM Trans. Graph. 2020

Methods — techniques the papers use, named apart from their topics

synthetic data generation · 2.1encoder-decoder architecture · 2.1multi-branch decoder · 1.3vision-based tracking · 0.9elasticity simulation · 0.9
YearPublicationVenuePosition
2023 SelfPose: 3D Egocentric Pose Estimation From a Headset Mounted Camera
abstract
We present a new solution to egocentric 3D body pose estimation from monocular images captured from a downward looking fish-eye camera installed on the rim of a head mounted virtual reality device. This unusual viewpoint leads to images with unique visual appearance, characterized by severe self-occlusions and strong perspective distortions that result in a drastic difference in resolution between lower and upper body. We propose a new encoder-decoder architecture with a novel multi-branch decoder designed specifically to account for the varying uncertainty in 2D joint locations. Our quantitative evaluation, both on synthetic and real-world datasets, shows that our strategy leads to substantial improvements in accuracy over state of the art egocentric pose estimation approaches. To tackle the severe lack of labelled training data for egocentric 3D pose estimation we also introduced a large-scale photo-realistic synthetic dataset. xR-EgoPose offers 383K frames of high quality renderings of people with diverse skin tones, body shapes and clothing, in a variety of backgrounds and lighting conditions, performing a range of actions. Our experiments show that the high variability in our new synthetic training corpus leads to good generalization to real world footage and to state of the art results on real world datasets with ground truth. Moreover, an evaluation on the Human3.6M benchmark shows that the performance of our method is on par with top performing approaches on the more classic problem of 3D human pose from a third person viewpoint.
Denis Tomè, Thiemo Alldieck, Patrick Peluse, Gerard Pons-Moll, Lourdes Agapito, Hernán Badino, Fernando De la Torre
IEEE Trans. Pattern Anal. Mach. Intell.3
2020 Constraining dense hand surface tracking with elasticity
abstract
Many of the actions that we take with our hands involve self-contact and occlusion: shaking hands, making a fist, or interlacing our fingers while thinking. This use of of our hands illustrates the importance of tracking hands through self-contact and occlusion for many applications in computer vision and graphics, but existing methods for tracking hands and faces are not designed to treat the extreme amounts of self-contact and self-occlusion exhibited by common hand gestures. By extending recent advances in vision-based tracking and physically based animation, we present the first algorithm capable of tracking high-fidelity hand deformations through highly self-contacting and self-occluding hand gestures, for both single hands and two hands. By constraining a vision-based tracking algorithm with a physically based deformable model, we obtain an algorithm that is robust to the ubiquitous self-interactions and massive self-occlusions exhibited by common hand gestures, allowing us to track two hand interactions and some of the most difficult possible configurations of a human hand.
Breannan Smith, Chenglei Wu, He Wen 0001, Patrick Peluse, Yaser Sheikh, Jessica K. Hodgins, Takaaki Shiratori
ACM Trans. Graph.4
2019 xR-EgoPose: Egocentric 3D Human Pose From an HMD Camera
abstract
We present a new solution to egocentric 3D body pose estimation from monocular images captured from a downward looking fish-eye camera installed on the rim of a head mounted virtual reality device. This unusual viewpoint, just 2 cm away from the user's face, leads to images with unique visual appearance, characterized by severe self-occlusions and strong perspective distortions that result in a drastic difference in resolution between lower and upper body. Our contribution is two-fold. Firstly, we propose a new encoder-decoder architecture with a novel dual branch decoder designed specifically to account for the varying uncertainty in the 2D joint locations. Our quantitative evaluation, both on synthetic and real-world datasets, shows that our strategy leads to substantial improvements in accuracy over state of the art egocentric pose estimation approaches. Our second contribution is a new large-scale photorealistic synthetic dataset - xR-EgoPose - offering 383K frames of high quality renderings ofpeople with a diversity of skin tones, body shapes, clothing, in a variety of backgrounds and lighting conditions, performing a range of actions. Our experiments show that the high variability in our new synthetic training corpus leads to good generalization to real world footage and to state of the art results on real world datasets with ground truth. Moreover, an evaluation on the Human3.6M benchmark shows that the performance of our method is on par with top performing approaches on the more classic problem of 3D human pose from a third person viewpoint.
Denis Tomè, Patrick Peluse, Lourdes Agapito, Hernán Badino
ICCV2