In-air signature is a new modality which is essential for user authentication and access control in noncontact mode and has been actively studied in recent years. However, it has been treated as a conventional online signature, which is essentially a 2D spatial representation. Notably, this modality bears a lot more potential due to an important hidden depth feature. Existing methods for in-air signature verification neither capture this unique depth feature explicitly nor fully explore its potential in verification. Moreover, these methods are based on heuristic approaches for fingertip or hand palm center detection, which are not feasible in practice. Inspired by the great progress in deep-learning-based hand pose estimation, we propose a real-time in-air signature acquisition method which estimates hand joint positions in 3D using a single depth image. The predicted 3D position of fingertip is recorded for each frame. We present four different implementations of a verification module, which are based on the extracted depth and spatial features. An ablation study was performed to explore the impact of the depth feature in particular. For matching, we employed the most commonly used multidimensional dynamic time warping (MD-DTW) algorithm. We created a new database which contains 600 signatures recorded from 15 different subjects. Extensive evaluations were performed on our database. Our method, called 3DAirSig, achieved an equal error rate (EER) of %. Experiments showed that depth itself is an important feature, which is sufficient for in-air signature verification.
Hand shape and pose recovery is essential for many computer vision applications such as animation of a personalized hand mesh in a virtual environment. Although there are many hand pose estimation methods, only a few deep learning based algorithms target 3D hand shape and pose from a single RGB or depth image. Jointly estimating hand shape and pose is very challenging because none of the existing real benchmarks provides ground truth hand shape. For this reason, we propose a novel weakly-supervised approach for 3D hand shape and pose recovery (named WHSP-Net) from a single depth image by learning shapes from unlabeled real data and labeled synthetic data. To this end, we propose a novel framework which consists of three novel components. The first is the Convolutional Neural Network (CNN) based deep network which produces 3D joints positions from learned 3D bone vectors using a new layer. The second is a novel shape decoder that recovers dense 3D hand mesh from sparse joints. The third is a novel depth synthesizer which reconstructs 2D depth image from 3D hand mesh. The whole pipeline is fine-tuned in an end-to-end manner. We demonstrate that our approach recovers reasonable hand shapes from real world datasets as well as from live stream of depth camera in real-time. Our algorithm outperforms state-of-the-art methods that output more than the joint positions and shows competitive performance on 3D pose estimation task.
The estimation of human hand pose has become the basis for many vital applications where the user depends mainly on the hand pose as a system input. Virtual reality (VR) headset, shadow dexterous hand and in-air signature verification are a few examples of applications that require to track the hand movements in real-time. The state-of-the-art 3D hand pose estimation methods are based on the Convolutional Neural Network (CNN). These methods are implemented on Graphics Processing Units (GPUs) mainly due to their extensive computational requirements. However, GPUs are not suitable for the practical application scenarios, where the low power consumption is crucial. Furthermore, the difficulty of embedding a bulky GPU into a small device prevents the portability of such applications on mobile devices. The goal of this work is to provide an energy efficient solution for an existing depth camera based hand pose estimation algorithm. First, we compress the deep neural network model by applying the dynamic quantization techniques on different layers to achieve maximum compression without compromising accuracy. Afterwards, we design a custom hardware architecture. For our device we selected the FPGA as a target platform because FPGAs provide high energy efficiency and can be integrated in portable devices. Our solution implemented on Xilinx UltraScale+ MPSoC FPGA is 4.2× faster and 577.3× more energy efficient than the original implementation of the hand pose estimation algorithm on NVIDIA GeForce GTX 1070.
Recovery of articulated 3D structure from 2D observations is a challenging computer vision problem with many applications. Current learning-based approaches achieve state-of-the-art accuracy on public benchmarks but are restricted to specific types of objects and motions covered by the training datasets. Model-based approaches do not rely on training data but show lower accuracy on these datasets. In this paper, we introduce a model-based method called Structure from Articulated Motion (SfAM), which can recover multiple object and motion types without training on extensive data collections. At the same time, it performs on par with learning-based state-of-the-art approaches on public benchmarks and outperforms previous non-rigid structure from motion (NRSfM) methods. SfAM is built upon a general-purpose NRSfM technique while integrating a soft spatio-temporal constraint on the bone lengths. We use alternating optimization strategy to recover optimal geometry (i.e., bone proportions) together with 3D joint positions by enforcing the bone lengths consistency over a series of frames. SfAM is highly robust to noisy 2D annotations, generalizes to arbitrary objects and does not rely on training data, which is shown in extensive experiments on public benchmarks and real video sequences. We believe that it brings a new perspective on the domain of monocular 3D recovery of articulated structures, including human motion capture.