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Real-time three-dimensional skeletonisation using general-purpose computing on graphics processing units applied to computer vision-based human pose estimation

机译:在图形处理单元上使用通用计算的实时三维骨架,该处理单元应用于基于计算机视觉的人体姿态估计

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摘要

Human pose estimation is the process of approximating the configuration of the body's underlying skeletal articulation in one or more frames. The curve-skeleton of an object is a line-like representation that preserves topology and geometrical information. Finding the curve-skeleton of a volume corresponding to the person is a good starting point for approximating the underlying skeletal structure. In this paper, a GPU implementation of a fully parallel thinning algorithm based on the critical kernel framework is presented. The algorithm is compared to three other state-of-the-art skeletonisation methodstwo CPU and one GPU implementationusing both real and synthetic data. It is demonstrated that all four achieve close to real-time frame rates, however, the proposed algorithm yields superior accuracy and robustness when used in a pose estimation context. The GPU implementation is>8x faster than a CPU implementation of the same algorithm, and the positions of the 4 extremities are estimated with rms error approximate to 6cm and approximate to 98% of frames correctly labelled for some sequences.
机译:人体姿势估计是在一个或多个帧中近似人体潜在的骨骼关节配置的过程。对象的曲线骨架是保留拓扑和几何信息的线状表示。找到与人相对应的体积的曲线骨架是近似基础骨架结构的良好起点。本文提出了一种基于关键内核框架的全并行稀疏算法的GPU实现。该算法与其他三种使用最先进的框架化方法进行了比较,两个CPU和一个GPU使用实数和合成数据来实现。结果表明,这四个算法均达到了接近实时的帧速率,但是,当在姿势估计环境中使用时,所提出的算法可产生更高的准确性和鲁棒性。 GPU实施比相同算法的CPU实施快8倍以上,并且估计了4个末端的位置,均方根误差约为6cm,并为某些序列正确标记了约98%的帧。

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