{"id":238257,"date":"2016-07-11T00:00:00","date_gmt":"2016-07-11T07:00:00","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/msr-research-item\/efficient-and-precise-interactive-hand-tracking-through-joint-continuous-optimization-of-pose-and-correspondences\/"},"modified":"2022-01-25T07:43:05","modified_gmt":"2022-01-25T15:43:05","slug":"efficient-precise-interactive-hand-tracking-joint-continuous-optimization-pose-correspondences","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/efficient-precise-interactive-hand-tracking-joint-continuous-optimization-pose-correspondences\/","title":{"rendered":"Efficient and Precise Interactive Hand Tracking through Joint, Continuous Optimization of Pose and Correspondences"},"content":{"rendered":"<p>Fully articulated hand tracking promises to enable fundamentally new interactions with virtual and augmented worlds, but the limited accuracy and ef\ufb01ciency of current systems has prevented widespread adoption. Today\u2019s dominant paradigm uses machine learning for initialization and recovery followed by iterative model-\ufb01tting optimization to achieve a detailed pose \ufb01t. We follow this paradigm, but make several changes to the model-\ufb01tting, namely using: (1) a more discriminative objective function; (2) a smooth-surface model that provides gradients for non-linear optimization; and (3) joint optimization over both the model pose and the correspondences between observed data points and the model surface. While each of these changes may actually increase the cost per \ufb01tting iteration, we \ufb01nd a compensating decrease in the number of iterations. Further, the wide basin of convergence means that fewer starting points are needed for successful model \ufb01tting. Our system runs in real-time on CPU only, which frees up the commonly over-burdened GPU for experience designers. The hand tracker is ef\ufb01cient enough to run on low-power devices such as tablets. We can track up to several meters from the camera to provide a large working volume for interaction, even using the noisy data from current-generation depth cameras. Quantitative assessments on standard datasets show that the new approach exceeds the state of the art in accuracy. Qualitative results take the form of live recordings of a range of interactive experiences enabled by this new approach.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Fully articulated hand tracking promises to enable fundamentally new interactions with virtual and augmented worlds, but the limited accuracy and ef\ufb01ciency of current systems has prevented widespread adoption. Today\u2019s dominant paradigm uses machine learning for initialization and recovery followed by iterative model-\ufb01tting optimization to achieve a detailed pose \ufb01t. We follow this paradigm, but make [&hellip;]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","msr-author-ordering":null,"msr_publishername":"","msr_publisher_other":"","msr_booktitle":"","msr_chapter":"","msr_edition":"","msr_editors":"","msr_how_published":"","msr_isbn":"","msr_issue":"","msr_journal":"ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH 2016","msr_number":"","msr_organization":"","msr_pages_string":"","msr_page_range_start":"","msr_page_range_end":"","msr_series":"","msr_volume":"35","msr_copyright":"","msr_conference_name":"","msr_doi":"","msr_arxiv_id":"","msr_s2_paper_id":"","msr_mag_id":"","msr_pubmed_id":"","msr_other_authors":"Thomas Cashman, Eduardo Soto, Julien Valentin, Benjamin Luff, Arran Topalian, Erroll 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Our system accurately reconstructs complex hand poses across a variety of subjects using only a single depth camera. It also allows for a high-degree of robustness, continually recovering from tracking failures. However, the most unique aspect of our tracker is its flexibility in terms of camera placement and operating range. &nbsp; Screenshots Please note, we are using a&hellip;","_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project\/171411"}]}},{"ID":238767,"post_title":"Subdivision Surfaces in Computer Vision","post_name":"subdivision-surfaces-in-computer-vision","post_type":"msr-project","post_date":"2016-10-05 05:54:25","post_modified":"2020-07-14 01:50:14","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/subdivision-surfaces-in-computer-vision\/","post_excerpt":"In vision and machine learning, almost everything we do may be considered to be a form of model fitting. 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