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Erschienen in: The Journal of Supercomputing 6/2022

Open Access 01.01.2022

Human pose, hand and mesh estimation using deep learning: a survey

verfasst von: Mukhiddin Toshpulatov, Wookey Lee, Suan Lee, Arousha Haghighian Roudsari

Erschienen in: The Journal of Supercomputing | Ausgabe 6/2022

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Abstract

Human pose estimation is one of the issues that have gained many benefits from using state-of-the-art deep learning-based models. Human pose, hand and mesh estimation is a significant problem that has attracted the attention of the computer vision community for the past few decades. A wide variety of solutions have been proposed to tackle the problem. Deep Learning-based approaches have been extensively studied in recent years and used to address several computer vision problems. However, it is sometimes hard to compare these methods due to their intrinsic difference. This paper extensively summarizes the current deep learning-based 2D and 3D human pose, hand and mesh estimation methods with a single or multi-person, single or double-stage methodology-based taxonomy. The authors aim to make every step in the deep learning-based human pose, hand and mesh estimation techniques interpretable by providing readers with a readily understandable explanation. The presented taxonomy has clearly illustrated current research on deep learning-based 2D and 3D human pose, hand and mesh estimation. Moreover, it also provided dataset and evaluation metrics for both 2D and 3D HPE approaches.
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1 Human pose estimation

Human pose estimation (HPE) recently has been significantly studied in the AI research community. HPE aims to obtain the posture of the human body from given sensor inputs. HPE is a crucial research study in the modern computer vision field and has been implemented into many applications, such as human–computer interaction (HCI) [14, 20], healthcare, motion analysis, virtual reality (VR) and augmented reality (AR). Novel deep learning (DL) models outperformed classical methods in several research fields such as image classification, semantic segmentation, object and face detection. Subsequently, the HPE has also achieved outstanding achievement utilizing the DL methods. With the rapid advancement in the HPE research field, this work tracks recent progress and summarizes their achievements to provide readers with a clear understanding of current research on DL-based HPE.
Several review works are published on the 2D and 3D HPE topics. The authors of [20], in their survey study, presented only 2D HPE methods, including single- or multi-person approaches. In [14], the authors provide a review on 2D and 3D HPE methods with their related categories. Zheng et al. [124] also covers a similar context with [124]. However, all the mentioned studies include papers from the early DL implementation to the HPE field. Unlike the existing survey papers, this research work thoroughly summarizes the recently published DL-based 2D HPE and 3D HPE. One of the key points of the current research that previous ones did not includes 3D human hand, and mesh estimation approaches, which are important for a high rapidly growing AI applications. We have used the novel taxonomy, which differs from the previous ones, and it covers state-of-the-art 3D human hand with mesh estimation approaches. We have also discussed several recently published papers in great detail, which revolutionized in the related research field. This research addresses the weaknesses of the existing survey studies in the HPE field, covering the key points of HPE methods, advantages and drawbacks, extensive analysis of their experimental implementation details. We have reviewed the recent HPE milestone, which the previous survey studies did not cover. In addition, it includes recently published DL-based 3D human hand and mesh estimation approaches, which are rapidly growing and gaining a great attraction among the AI researchers.
In this survey study, we have reviewed and discussed the recently published research works in the related field in two main divisions: 2D HPE (Sect. 2) and 3D human pose estimation (Sect. 3). Each of them is also divided into subcategories based on their respective characteristics. Table 1 shows a taxonomy of all the reviewed papers during this research process by their related categories.
Our contribution through this survey study and advantages of the research work from the previous similar surveys are: Recently published novel DL-based 2D HPE and 3D HPE methods including 3D human hand and mesh estimation approaches are extensively reviewed; Provided a taxonomy of all reviewed approaches by a category corresponding to 2D single or multiple HPE and 3D single or multiple HPE, covering single or double stage, model-based or model-free subcategories. Provided extensive performance evaluation of 2D HPE and 3D human hand, pose, mesh estimation approaches; Described mainly used datasets and widely used evaluation metrics used in 2D HPE and 3D human hand, pose, mesh estimation; Reviewed various types of human pose, hand and mesh estimation applications, such as computer gaming, video surveillance, movies and animation, human and computer interaction, self-driving, AR/VR, medical assistance and healthcare; Presented vital points of the state-of-the-art 2D HPE and 3D human pose, hand and mesh estimation approaches extensively compared their pros and cons, input and output data, used dataset, backbone, and loss function experimental implementation details and evaluation measures. Also, it presented an insightful discussion of 2D HPE and 3D human pose, hand and mesh estimation methods regarding open research issues with key challenges in the HPE field, including future research direction.
The paper is organized as follows. Section 1 Human Pose Estimation describes the briefly introduction to the research field with existing problems and includes Sect. 1.1 Recent advancements, Sect. 1.2 Impactful Past Papers and Sect. 1.3 Traditional Human body models. Section 2 extensively describes 2D HPE approaches, dividing them into related categories and given a detailed description of some state-of-the-art methods. Section 3 covers 3D HPE method including single and multi-view approaches. It also describes in detail several novel methods which made the revolution in the research field. Section 4 discusses 3D human hand and mesh estimation approaches in detail, as hand and mesh estimation is important and gaining tremendous interest among the researchers in the AI community. The Datasets and Evaluation metrics used in the related field are given and discussed with great details in Sect. 5. Section 6 presents Open issues and challenges in the HPE research community while Sect. 7 gives Summary and Conclusion of this survey study. And Sect. 8 gives the Future research directions in HPE research field.
Table 1
Sections of deep learning-based human pose estimation approaches [14]
Division
Sub-division
Section
Sub-section
2D HPE
2D Single
Regression-based
\({-}\) Direct prediction
\({-}\) Multi-task
Detection-based
\({-}\) Network design
2D Multiple
Top-down
\({-}\) Coarse-to-fine
\({-}\) Bounding box refinement
Botttom-up
\({-}\) Two-stage
\({-}\) Single-stage
\({-}\) Multi-task
3D HPE
3D Single
Model-free
\({-}\) Single-stage
\({-}\) Two-stage
Model-based
\({-}\) SMPL-based
Depth-based
\({-}\) Generative
\({-}\) Discriminative
3D Multiple
 
\({-}\) Bottom-up
\({-}\) Top-down
\({-}\) SMPL-based

1.1 Recent advancements

Despite the significant progress and remarkable performance of HPE, challenges such as occlusion, lacking training data and the depth ambiguity still cause difficulties that need to be overcome. Moreover, compared with 2D HPE, obtaining precise 3D pose annotations is much more complicated. For 3D HPE from 2D data, the main difficulty is depth ambiguities. Researchers have employed inertial measurement units (IMUs), depth sensors and radiofrequency devices as a solution. However, these methods are usually not considered as being cost-effective and need special-purpose hardware [124]. A novel Bayesian formulation of Capsule networks [88, 93] was implemented for estimating the 3D human pose from a single RGB image. The obtained result was that the pose is given by the 3D coordinates of 17 joints in a human pose skeleton. 3D pose restoration from 2D input is an ill-posed optimization problem and should be regularized. They chose J capsules with size S as 512 and 8, respectively. Each capsule is cloned K = 17 times to predict 17 human pose joints. Another fascinating recent approach is Deep High-Resolution Representation Learning for HPE, where the authors proposed that the network maintains high-resolution representations through the whole process [44]. The proposed model starts from a high-resolution subnetwork as the initial stage. It then gradually adds high-to-low-resolution subnetworks one by one to form more stages and connects the multi-resolution subnetworks in parallel. They repeat these multi-scale unions. Each high-to-low resolution representation receives information from other parallel representations, leading to rich, high-resolution representations. The authors argue that the predicted key point heatmap is potentially more accurate and spatially more precise. Moreover, they have empirically demonstrated the effectiveness of the proposed approach through the superior pose estimation results over the COCO and the MPII dataset.
Multi-person HPE is an attractive and compared with the single-person HPE is a challenging task. Existing methods are mainly based on two-stage and generally suffer from low efficiency. A single-stage-based model, namely Single-stage multi-person Pose Machine(SPM) [71], was proposed to simplify the pipeline and enhance the efficiency for multi-person human pose estimation. The authors propose a Structured Pose Representation (SPR) to unify human body instance and joint positions. The developed SPM based on SPR directly predicts structured poses for multi-person in a single stage. Moreover, the proposed approach offers a more compact pipeline and an attractive efficiency advantage than previous state-of-the-art ones. Even though the single-stage paradigm aims to simplify the multi-person pose estimation and receives much attention, they still have low performance due to the difficulty of regressing various full-body poses from a single feature vector. Unlike previous solutions involving complex heuristic designs, Shi et al. [97] presented a simple and effective solution by employing instance-aware dynamic networks. Specifically, they propose an instance-aware module to adaptively adjust (part of) the network parameters for each instance. The authors argue that the proposed approach can significantly increase the capacity and adaptive-ability of the network for recognizing various human poses while maintaining a compact end-to-end trainable pipeline. The extensive experiments on the MS-COCO dataset significantly improve existing single-stage methods and make a better balance of accuracy and efficiency compared to the state-of-the-art two-stage HPE approaches.

1.2 Impactful past papers

HPE is defined as the problem of localization of human joints [122] in images or videos or searching for a specific pose in the space of all articulated poses, such as illustrated in Fig. 1. It has already been widely exploited in Action recognition, Animation, Gaming applications, such as a very popular Deep Learning app HomeCourt, which uses Pose Estimation to analyze Basketball player movements. Realistic 3D HPE aims to localize semantic key points [3] of single or multiple human bodies in 3D space. It is an crucial element for human behavior understanding, activity recognition with various applications, such as augmented reality or human-computer interaction. Even though it has been studied for decades in the computer vision field, it has attracted significant research interest due to the introduction of low-cost depth cameras [55, 75, 117].
Convolutional neural networks (CNNs) [59, 68, 76, 89, 106, 108]-based methods outperform existing ones in HPE from a single depth map and achieved noticeable performance improvement. Even though they achieved significant advancement in 3D HPE, they still suffer from inaccurate analysis because of severe self-occlusions, highly articulated shapes of target objects, and low-quality depth images. To overcome these issues, Moon et al. [67] proposed the voxel-to-voxel prediction network for pose estimation (V2V-PoseNet). The proposed method takes a voxelized grid as input and estimates the per-voxel likelihood for each key point. By converting the 2D depth image into a 3D voxelized form as input, the network can see objects’ actual appearance without perspective distortion. Moreover, estimating each key point’s per-voxel likelihood enables the system to learn the desired task more quickly than the highly nonlinear mapping that estimates 3D coordinates directly from the input. HPE is a vital research field and can be applied to various applications such as action/activity detection, action recognition [41, 54, 120], human tracking [19, 39], virtual reality, video surveillance [2], movies and animation, human–computer interaction [85], self-driving, medical assistance [107] and sports motion analysis. Table 2 shows and describes a list of the applications that can be done with the pose estimations.
Table 2
A list of the applications that can be done with the pose estimations [14]
Application
Description
Virtual reality
Promising technology that can be applied in both education and entertainment. Estimation of human posture can further clarify the relationship between the social and virtual reality world and enhance the interactive experience
Video surveillance
One of the early applications to adopt HPE technology in tracking, action recognition, re-identification of people within a specific range
Movies and animation [42]
Generation of various vivid digital characters is inseparable from the capture of human movements. A cheap and accurate social motion capture system can better promote the digital entertainment development industry
Human–computer interaction
HPE is very important for computers and robots better to understand people’s identification, location, and action. With humans’ posture, computers and robots can efficiently execute instructions and be more intelligent
Self-driving
Advanced self-driving cars with HPE can respond more appropriately to pedestrians and offer more comprehensive interaction with traffic coordinators
Medical assistance
HPE can provide physicians with quantitative human motion information, especially for rehabilitation training and physical therapy
Sports motion analysis
Estimating players’ posture in sports videos can further obtain the statistics of athletes’ indicators. HPE can provide a quantitative analysis of action details. Instructors can make more objective evaluations of students with HPE

1.3 Human body models

Modeling of the human body is a key component of HPE. The human body is a flexible and complex non-rigid object. It has many specific characteristics like kinematic structure, surface texture, body shape, the position of body parts or body joints, etc. A mature model for the human body does not necessarily need to contain all human body attributes. When building the human pose model, only the requirements for a specific task need to be met. Based on various application scenarios and levels of representations required, three kinds of human body models are commonly used in HPE. As presented in Fig. 2, these three types include skeleton based, contour based and volume based.
Kinematic model The kinematic model includes a set of joint positions and limb orientations to represent the human body structure. The Pictorial Structure Model (PSM) is a widely used graph model, also known as the tree-structured model. This flexible and intuitive human body model is successfully utilized in 2D HPE and 3D HPE. Moreover, the kinematic model has the advantage of flexible graph representation even though it is limited in representing texture and shape information.
Planar Model Besides the kinematic model, to capture the relations between different body parts, the planar model represents the shape and appearance of a human body. In the planar model, body parts are usually represented by rectangles approximating the human body contours.
Volumetric Model With the increasing interest in 3D HPE, many human body models have been proposed for a wide variety of human body shapes. It is commonly used in deep learning-based 3D HPE methods for recovering 3D human mesh.
SMPL The skinned Multi-Person Linear model (SMPL) is a skinned vertex-based model, which depicts a wide range of human body shapes. It can be modeled with natural pose-dependent deformations representing soft-tissue dynamics. There are 1786 high-resolution 3D scans of various poses, including template mesh in SMPL. These 3D scans are used to learn how people deform with various poses by optimizing the blend weights, the mean template shape, pose-dependent blend shapes, and the regressor from vertices to joint locations. The existing rendering engines are compatible with SMPL and easy to utilize; therefore, it is broadly adopted in 3D HPE methods.
DYNA Dynamic Human Shape in Motion (DYNA) model represents realistic soft-tissue motions for different human body shapes. A low-dimensional linear subspace approximates motion-related soft-tissue deformation. For predicting the low-dimensional linear coefficients of soft-tissue motion, the whole body’s velocity and acceleration, the body part’s angular velocities and accelerations, and the coefficients of the soft-tissue shape are used. DYNA utilizes the body mass index (BMI) to generate deformations for different shaped people.

2 2D human pose estimation approaches

Some solution methods of the 2D HPE task have been reviewed in this section. 2D Human pose estimation has received significant attention recently due to its various applications in the real world. It aims to locate the human body parts from images or videos automatically. All the human parts in the given input image or video should be detected, and the key points of the same person, even in a crowded scene, should be associated. DL-based 2D HPE methods are capable of extracting more sufficient features from metadata. Such methods have resulted in excellent performances and outperformed the non-deep state-of-the-art methods with a considerable margin. Although the deployment of DL in the HPE field is relatively new, several notable works on this issue have been proposed. This section aims to present a comprehensive overview of state-of-the-art DL-based 2D human pose estimation methodologies.

2.1 2D single-person pose estimation

2D Single-person HPE refers to the task of localizing human skeletal key points of a person from the given input image or video frame. There have been proposed several traditional research approaches where was exploited handcrafted feature extraction methods—developing the novel DL technique has been widely implementing into the 2D HPE research field also. DeepPose [105] was the first significant paper that applied Deep Learning to 2D HPE. It achieved SOTA performance and exceeded the existing models. DeepPose formulates the pose estimation as a CNN-based regression task toward body joints. Also, the pose estimates are refined by using a cascade of regressors to obtain a better result. The proposed approach does pose reasoning in a holistic manner. That is, even if certain joints are hidden, they can be estimated. The authors argue that CNNs naturally provide this sort of holistic reasoning and demonstrate strong results. The key point of the proposed model is implementing the refinement of the predictions using cascaded regressors. The initial coarse pose is refined, and a better estimate is achieved. Images are cropped around the predicted joint and fed to the next stage. In this way, the subsequent pose regressors see higher resolution images and thus learn finer scales, which ultimately leads to higher precision. In [105], the Cartesian coordinates of body joints are directly estimated using a multi-stage deep network and produced state-of-the-art achievement. Multi-stage CNN also progressively enlarges receptive fields and refines the pose estimation result. In addition, it is trainable with a graphical model. The CNN estimated 2D heatmaps [63] for each joint, and they were exploited as the unary term for the model. In [70], a stacked hourglass network was proposed, which repeats downsampling and upsampling to exploit multi-scale information effectively. Chu et al. [18] attempted to enhance the stacked hourglass network [70] by integrating it with a multi-context attention mechanism. In [13], an iterative error feedback-based HPE system was proposed. Ke et al. [43] presented a multi-scale structure-aware network to achieve a leading position in the publicly available HPE benchmark. Mask R-CNN [17] was proposed to perform human detection and key point localization in a single model. The proposed model crops human features from a feature map via the differentiable RoIAlign layer. The schematic view of the proposed DeepPose system is represented in Fig. 3. It consists of an AlexNet backed (8 layers) with an extra final layer, which outputs 2n coordinates—\((x_i, y_i) *2\), where \(i \in \{ 1, 2, \ldots , n \}\), and n is total number of joints. For training, the model uses \(L_2\) loss for regression and applies refinement of the predictions using cascaded regressors, resulting in achieving better estimates. Images are cropped around the predicted joint and fed to the next stage; in this way, the subsequent pose regressors see higher resolution images and thus learn features for finer scales which ultimately leads to higher precision.

2.1.1 Regression-based methods

There have been proposed several research works related to regression model predict human joint coordinates from the input image or video frame. AlexNet is one of the initial networks for deep learning-based 2D HPE approaches due to their simplistic architecture and remarkable performance. It was first trained to learn joint coordinates from full input images in a very straightforward manner. A cascade structure of multi-stage refining regressors was employed to refine the previous stage’s cropped images and showed improved performance. It was also applied for predicting the human pose in the videos using a sequence of concatenated frames as an input. Networks handling multiple closely related tasks of the human body may learn various features to improve the prediction of joint coordinates of the human pose. The AlexNet multi-task framework was also employed to handle the joint coordinate prediction task from the given input images regression. We briefly describe the layers of the AlexNet network as it plays a significant role in our research domain.
Figure 4 shows that the Alexnet has eight layers with learnable parameters. It consists of five layers with a combination of max-pooling layers followed by three fully connected layers and use a Relu activation in each of these layers except the output one. It was found that using the Relu as an activation function speeds up the training by almost six times. It also uses the dropout layers that prevent overfitting. The model is trained on the ImageNet dataset, with 14 million images.

2.2 2D multi-person pose estimation

The multi-person pose estimation has two main approaches: Top-down approach and Bottom-up approach (Fig. 5).
Top-down approach The top-down approach relies on a human detector that predicts bounding boxes of humans. The detected human image is cropped and fed to the pose estimation system. In other words, first is a person detection stage followed by the key point detection stage. These approaches still dominate the leaderboard of public benchmark datasets like MS COCO10 dataset [52, 78] and can be summarized based on the following aspects:
  • Context modeling
  • Effective training strategy
  • Post-processing techniques
[15, 34, 80, 102, 112, 115] researches are based on the top-down approach. Chen et al. [15] introduced a cascaded pyramid network whose cascaded structure refines an initially estimated pose by focusing on hard key points. Xiao et al. [115] proposed a simple pose estimation network that consists of a deep backbone network and several upsampling layers. This model achieved state-of-the-art performance based on simple network architecture on the commonly used benchmark. Papandreou et al. [81] proposed 2D offset vectors and 2D heatmaps for each joint. They fused the estimated vectors and heatmaps to generate highly localized heatmaps.
Bottom-up approach The bottom-up approach localizes all human body key points in an input image and assembles them using proposed clustering algorithms in each work. In other words, this approach directly detects all key points from the picture and associates them with similar person occurrences. Bottom-up approaches are usually faster than top-down methods. [12, 36, 48, 69, 70] works are based on the bottom-up approach.
A novel method called DeepCut [84] formulated the assignment of the detected key points to each person in a given input image as an integer linear program. It improves the performance by introducing image-conditioned pair-wise terms. Part affinity fields (PAFs) [12] exposed the association between human body key points directly. Authors assembled the localized key points of all the people in the input image by using the estimated PAFs. Newell et al. [69] proposed a pixel-wise tag value to assign localized key points to a certain human. Pose residual network (PRN) [48] is a pose estimation model that can assign detected key points to each person while having the ability to jointly perform key point detection, person detection and person segmentation. Chen et al. [15] proposed a cascaded pyramid network (CPN) which consists of two structures: GlobalNet; RefineNet.
GlobalNet GlobalNet is based on a deep backbone network and upsampling layers with skip connections (Fig. 5).
RefineNet RefineNet is built to refine the estimation results from the GlobalNet by focusing on hard key points.

2.3 2D human pose refinement

Many methods endeavored to refine the approximated key point for more realistic representation. Chen et al. [15], Newell et al. [70], Bulat and Tzimiropoulos [911] exploited an end-to-end trainable multi-stage architecture-based network. The utilized model at each stage tries to refine the pose estimation results of the previous stage via end-to-end learning. The model proposed in [13] iteratively estimated error feedback from a shared weight model. The previous iteration’s output error feedback is transformed into the input pose of the next iteration, which is repeated several times for progressive pose refinement. These methods combine pose estimation and refinement into a single model. The refinement module is dependent on the estimation, and models have a refinement module with a different structure. Hence, they are not guaranteed to work appropriately, combining with other estimation methods. Moon et al. [65] proposed a pose refinement method independent of the estimation, where the results can be consistently improved regardless of the prior pose estimation method. Fieraru et al. [25] proposed a post-processing network to refine the pose estimation results of other methods, which is conceptually similar to [65]. The proposed model synthesizes pose for training and uses simple network structure that estimates refined heatmaps and offset vectors for each joint. It follows ad hoc rules [8, 96] to generate input pose, while the previous [65] approach is based on actual error statistics obtained through empirical analysis.
In [65], a refinement network PoseFix was proposed to estimate a refined pose from a tuple of an input image and a human pose. It takes pose estimation results of any other method with an input image and outputs an elegant pose. Multi-stage architectures have mainly performed pose refinement. However, this approach is positively related to the pose estimation model and requires careful refinement design. The authors proposed a model-agnostic pose refinement method that does not depend on the pose estimation model. The proposed model takes the input pose in a coarse form and estimates the refined pose in a finer form. The coarse input pose enables the model to focus not only on an exact location of the input pose but also around it. Besides, the finer form of the output pose enables to localize the location of the pose. PoseFix can be applied to the pose estimation results of any single- or multi-person pose estimation method. Figure 6 shows a pose refinement pipeline of the PoseFix.
The PoseFix model refines the input 2D coordinates of all the persons’ human body key points in an input image. It is built based on the top-down pipeline, which processes a cropped human image’s tuple and a given pose estimation result of that person. In the training stage, the input pose is synthesized on the ground-truth pose realistically and diversely. In the testing stage, the pose estimation results of any other methods can be the input pose to the system. The overall pipeline of the PoseFix is described in Fig. 7.

3 3D human pose estimation approaches

3D HPE predicts locations of the human body joints in 3D space from the given input image sources. The progress of 3D HPE from the input data can further improve the multi-view 3D HPE in constrained environments. This section will focus on the DL-based methods that estimate 3D human pose from the 2D RGB images and videos, including 3D single-person and 3D multi-person pose estimation approaches. Most of the previous 3D HPE methods are designed for a single-person case. They crop the human area in an input image with a ground-truth bounding box that is predicted from a human detection model. The cropped patch of a human body is fed into the 3D pose estimation module, which then estimates each key point’s 3D location. Estimating the absolute camera-centered coordinate of each key point is difficult because the models take the cropped image as input. Many approaches estimate the relative 3D pose to reference point in the body to manage this problem. The final 3D pose is obtained by adding the 3D coordinates of the root to the estimated root-relative 3D pose. Prior information on the bone length [83] or the ground-truth [102] has been commonly used to localize the root.

3.1 3D single-person pose estimation

3D HPE is challenging as it needs to predict the depth information of human body joints. Preparation of the training data is also not easy. The existing datasets for 3D HPE are obtained under constrained environments. In 3D single person pose estimation cases, the bounding box of the person is usually provided. 3D single person pose estimation is divided mainly into two: model-free and model-based categories.
Model-free methods The model-free 3D single-person pose estimation methods do not employ human body models as the predicted target. According to the input type, Current 3D single-person pose estimation methods can be categorized into three approaches: single-stage approach; two-stage approach; depth-based approach.
Single-stage approach The single-stage approach takes an RGB image as an input for the 3D human pose estimation model and directly localizes the 3D body key points from the input data. The compositional loss was proposed [100] to consider the joint connection structure. Soft-argmax operation was exploited [102] to obtain the 3D coordinates of body joints in a differentiable manner. Moreover, they introduced a multi-task framework that jointly trains both the pose regression and body part detectors. Tekin et al. [104] modeled high-dimensional joint dependencies by adopting an auto-encoder structure. Pavlakos et al. [83] extended the U-net shaped network to estimate a 3D heatmap for each joint. They used a coarse-to-fine approach to boost the performance. Martinez et al. [58] proposed a simple network that consists of consecutive fully-connected layers, which lifts the 2D human pose to the 3D space. Sharma et al. [95] combined a generative model and depth ordering of joints to predict the most reliable 3D pose corresponding to the estimated 2D pose. The 2D pose-based approach lifts the 2D human pose to the 3D space. Zhao et al. [123] generated a semantic GraphCNN to use spatial relationships between joint coordinates. Choi et al. [16] follow the 2D pose-based approach to make the Pose2Mesh more robust to the domain difference between the training set’s controlled environment and in-the-wild environment of the testing set.
Two-stage approach The two-stage methods utilize the high accuracy of 2D HPE. They localize body key points in a 2D space and lift them to a 3D area. Motivated by the recent success of 2D HPE, 2D pose-based 3D HPE estimation approaches that infer 3D human pose from the intermediately estimated 2D human pose have become a popular 3D HPE solution. Benefiting from the excellent performance of state-of-the-art 2D pose detectors, 2D pose-based 3D HPE approaches generally outperform direct image-based 3D HPE approaches. In the beginning stage, off-the-shelf 2D HPE models are applied to estimate 2D pose from the input data, and then in the next stage, 2D pose-based 3D HPE model is used to obtain the 3D pose. Martinez et al. [58] proposed a simple network that directly regresses the 3D coordinates of body joints from 2D coordinates. Yang et al. [118] utilized adversarial loss to handle the wild’s 3D HPE. Park et al. [82] estimated the initial 2D pose and utilized it to regress the 3D pose. Zhou et al. [125] introduced a geometric loss to facilitate weakly supervised learning of the depth regression module.
Depth-based 3D human pose estimation With the recent success of networks in the image generation process has been demonstrated the use of generative networks to guide the 3D HPE during the training process. Depth-based 3D HPE exploits depth maps from estimated skeletons of the human body. Depth-based 3D HPE methods also rely on: generative models and discriminative models.
Generative models The generative models estimate the posture by finding the similarities between the pre-defined body and input 3D point clouds. The ICP [64] algorithm is usually used for 3D body tracking problems. Template fitting with Gaussian mixture models also was proposed.
Discriminative models The discriminative models directly estimate the positions of body joints without requiring body templates. Conventional discriminative methods are mostly based on random forests. Haque et al. [30] proposed the viewpoint-invariant pose estimation method using CNN and multiple recurrent neural network rounds. The proposed approach learns viewpoint-invariant features, which makes the model robust to viewpoint variations.

3.2 3D multi-person pose estimation

3D multi-person HPE for crowded scenes is essential in many computer vision applications such as autonomous driving, surveillance, and robotics. However, estimating the 3D human pose from a crowded real-world setting is still challenging. A three-step process is commonly used in the multi-person 3D HPE problem: (1) detecting human body key points; (2) matching people across different views; (3) reconstructing 3D human pose. Unfortunately, the critical second step of matching people across different views is non-trivial. Pose estimation in group pictures with severe occlusions attracts much attention. The 3D multi-person pose estimation from multiview images aims to estimate each key point’s 3D coordinate rather than the 2D coordinate on the group image. Some joints may be more relevant to specific actions than others. Attention mechanism has been used to discover informative joints.
Estimation of a human pose can be very useful in many real-world AIoT scenarios, such as rehabilitation exercises monitoring and assessment, dangerous behavior monitoring and human–machine interaction. Some researches have been done on 3D multi-person pose estimation from a single RGB image. Mehta et al. [62] presented a bottom-up approach system. They proposed an occlusion-robust pose-map formulation that supports pose inference for more than one person through PAFs. In [91] was introduced a top-down approach called LCR-Net. The proposed system consists of: localization part; classification part; regression parts.
Localization part The first localization part detects a human from an input image.
Classification part And the next classification part classifies the detected human into several anchor-poses. The anchor-pose is defined as a pair of 2D and root-relative 3D pose. It is generated by clustering poses in the training set.
Regression part Then, the last regression part refines the anchor-poses.
A novel and general framework was proposed by Moon et al. [64] for 3D multiperson pose estimation from a single RGB image. The presented framework consists of three Networks: human detection DetectNet, 3D human root localization RootNet and root-relative 3D single-person pose estimation PoseNet models. The authors declared that existing human detection and 3D single-person pose estimation models could be plugged into their proposed framework as it is very flexible and easy to use.
DetectNet. Mask R-CNN was exploited as the framework of Detect-Net. Mask R-CNN consists of three parts: backbone; region proposal network; classification head network.
  • Backbone. It extracts useful local and global features from the input image by using a deep residual network (ResNet) [23, 31] and feature pyramid network [22, 24, 98].
  • Region proposal network. It proposes human bounding box candidates based on the extracted features.
  • Classification head network. The RoIAlign layer extracts each proposal’s features and passes them to the third part, which is the classification head network. The head network determines whether the given proposal is a human or not and estimates the bounding box refinement offsets.
RootNet. The RootNet localizes the human’s root \(R = (x_R, y_R, Z_R)\) from a cropped human image, where \(x_R\) and \(y_R\) are pixel coordinates, \(Z_R\) is absolute depth value. RootNet estimates the 2D image coordinates \((x_R, y_R)\) and the human root’s depth value separately. The 2D image coordinates are back-projected to the camera-centered coordinate space using the estimated depth value. The image provides sufficient information on where the human root is located in the image space. The 2D estimation part can learn to localize it easily. By contrast, estimating the depth only from a cropped human image is difficult because the input does not provide information on the camera and human’s relative position. The network architecture of the RootNet is visualized in Fig. 8.
RootNet is trained by minimizing the \(L_1\) distance between the estimated and ground-truth coordinates. The loss function \(L_{root}\) is defined as follows:
$$\begin{aligned} { L }_{ root }={ \left\| R-{ R }^{ * } \right\| }_{ 1 } \end{aligned}$$
(1)
where \(*\) indicates the ground-truth.
PoseNet. The PoseNet estimates the root-relative 3D pose from a cropped human image as follows:
$$\begin{aligned} { P }_{ j }^{ rel }=\left( { x }_{ j },{ y }_{ j },{ Z }_{ j }^{ rel } \right) \end{aligned}$$
(2)
where j is the number of human joints. It was exploited by Sun et al. [102], as a current state-of-the-art method, and it consists of two parts: Backbone; Pose estimation.
  • Backbone. The first part, which is the backbone, extracts a useful global feature from the cropped human image using ResNet.
  • Pose estimation. It takes a feature map from the backbone part and upsamples it using three consecutive deconvolutional layers with batch normalization layers [5, 37, 74] and ReLU [35, 53] activation function. A 1-by-1 convolution is applied to the upsampled feature map to produce the 3D heatmaps for each joint. The soft-argmax operation is used to extract the 2D image coordinates \((x_j, y_j)\) and the root-relative depth values \({ Z }_{ j }^{ rel }\)
PoseNet is trained by minimizing the \(L_1\) distance between the estimated and ground-truth coordinates. The loss function \(L_{pose}\) is defined as follows:
$$\begin{aligned} { L }_{ pose }=\frac{ 1 }{ J } \sum _{ j=1 }^{ J }{ { \left\| { P }_{ j }^{ rel }-{ P }_{ j }^{ rel* } \right\| }_{ } } \end{aligned}$$
(3)
where \(*\) indicates the ground truth, and J is the total number of coordinates.
The network architecture of the proposed work, which consists of three components, is visualized in Fig. 9:
  • A human detection network (DetectNet) detects the bounding boxes of humans in an input image.
  • The proposed 3D human root localization network (RootNet) estimates the detected human roots’ camera-centered coordinates.
  • A root-relative 3D single-person pose estimation network (PostNet) estimates the root-relative 3D pose for each detected human.

3.3 Volumetric representation using depth information

Wu et al. proposed a depth image’s volumetric representation that surpassed the existing hand-crafted descriptor-based methods in 3D shape classification and retrieval problems. Each voxel was represented as a binary random variable and employed a convolutional deep belief network to learn the probability distribution for each voxel. Recent work [116] also represented 3D input data as a volumetric form for 3D object classification and detection. In [67], several types of volumetric representations were proposed to fully utilize the rich source of 3D information and efficiently deal with large amounts of point cloud data. Their presented CNN architecture and occupancy grids outperform state-of-the-arts in several available datasets.

4 3D human hand and mesh estimation methods

3D human pose and mesh estimation models were proposed to recover 3D human joint and mesh vertex locations simultaneously. This is a challenging task due to the depth and scale ambiguity, complexity of the human body and hand articulation. Recent deep learning-based methods have shown distinct performance improvement in solving this problem and outperformed all previous approaches. The deep learning-based methods rely on human mesh models and can be generally categorized into two approaches: model-based approach and model-free approach.
Model-based approach In the model-based approach, a network is trained to predict the model parameters and to generate a human mesh by decoding them [4, 6, 7, 38, 49, 77, 79].
Model-free approach In contrast, the model-free approach regresses a 3D human mesh coordinates directly [28, 50, 51]. Both given approaches compute the 3D human pose by multiplying the output mesh with a joint regression matrix defined in the human mesh models [16, 29, 32, 46, 86, 87, 92, 94].
Deep learning-based 3D human pose and mesh estimation models regress the pose and shape parameters of human mesh models. Even though they recently have shown significant improvement, they still have weaknesses: suffering from domain gap and unapproprite parameters.
Suffering from domain gap When tested on in-the-wild data, the models suffer from the gap that exists between the controlled and in-the-wild environment data. The data obtained from the controlled environments [7, 33, 60, 90, 113, 114] are considered as valuable train data in 3D human pose and estimation because it contains accurate 3D annotations. However, due to the significant difference in image appearance between the two domains, such as backgrounds and clothes, an image-based approach cannot fully benefit from the data.
Unapproprite parameters The pose parameters of the human mesh models might not be an appropriate regression target [50, 51]. The SMPL [6, 56] pose parameters represent 3D rotations in an axis-angle, resulting from the non-unique problem (i.e., periodicity). Although scientists [38, 77] tried to avoid the periodicity by utilizing a rotation matrix as the prediction target, it still has a non-minimal representation problem. Choi et al. [16] proposed Pose2Mesh as a solution to the above problems. Pose2Mesh is a graph convolutional network that recovers 3D human pose and mesh from the 2D human pose, in a model-free fashion. It has two advantages over existing methods: 2D poses from controlled and in-the-wild environments, and avoiding the representation issues. Tables 3, 4, 5 give a complete understanding of the discussed models and describe the taxonomy of the models, exploited networks, and experimental details, respectively.
Table 3
Taxonomy of pose estimation models
Models
Key points
Advantages
Drawbacks
3D Human Pose Estimation
 Bayesian Capsule Network [88]
Novel Bayesian Capsule networks estimates the 3D human pose from a single 2D image
Minimize the homoscedastic uncertainty; self-balancing for a contribution of multiple losses to the total loss
For comparison with state-of-the-arts used a straightforward and much simpler approach over the Human3.6M data set
 \(V2V-Posenet\) [67]
3D CNN provides accurate hand and pose estimation in real-time; first place in the HANDS 2017 frame-based 3D hand pose estimation challenge
Using 3D voxelized grid estimates the per-voxel likelihood for each key point; maps a single depth into a voxel-to-voxel prediction
Converting voxel-to-voxel to pixel-to-voxel changes the model from the 3D CNN to the 2D CNN, which may cause the performance to degrade
 PoseFix [65]
PoseFix is trained independently of the pose estimation model
Can take the pose estimation result of any pose detection method as the input; does not require any code or knowledge about other methods
Takes an input pose in a coarse form and estimates the refined pose in a finer form; could not directly estimate from the image
 DetectNet, RootNet, PoseNet [64]
Human detection, 3D human root localization, and root-relative 3D single-person pose estimation models
Fully learning-based camera distance-aware top-down approach; compatible with most of the previous human detection and 3D HPE models
Could not directly estimate from the image
 DeepPose [105]
Implemented Deep Learning (CNN) to HPE that pretty much kicked off research in this direction
Based on a convolutional Deep Neural Network (DNN) which consists of several layers—each being a linear transformation followed by a non-linear one
Regressing to XY locations is difficult; adding learning complexity weakens generalization and performs poorly
3D mesh, pose estimation
 PoseNet, MeshNet, Pose2Mesh [16]
3D single-person pose estimation models, directly regresses 3D coordinates of a human mesh using GraphCNN
Can recover various body shapes from the 2D pose
Not image-based, uses the 2D human pose as an input
 PoseNet, MeshNet [66]
3D single-person pose estimation models, directly regresses 3D coordinates of a human mesh using GraphCNN
Can recover various body shapes from the 2D pose
Not image-based, uses the 2D human pose as an input
Table 4
Taxonomy of networks used in pose estimation models
Network
Input
Output
Loss functions
3D Human Pose Estimation
 Bayesian Capsule Network [88]
2D image
3D coordinates of human body joints
Use multiple losses for different complementary tasks
 \(V2V-Posenet\) [67]
2D depth map (image)
Regressed 3D coordinates of key points, hand or human body joints
Mean square error loss between ground-truth and estimated pose one \({ L }_{ }=\sum _{ n=1 }^{ N }{ \sum _{ i,j,k }^{ }}\) \({ { \left\| { H }_{ n }^{ * }(i,j,k)- { H }_{ n }^{ }(i,j,k) \right\| }^{ 2 } }\)
 PoseFix [65]
Pose estimation results of any other method with an input image, 2D coordinates of the human body key points
Refined pose, refined 2D coordinates of the human body key points
Cross entropy-based integral loss \(L=L_H+L_C\), \({ L }_{ H }=\frac{ 1 }{ N } \sum _{ n=1 }^{ N }\) \({ \sum _{ i,j }^{ }{ { H }_{ n }^{ * }(i,j)log{ H }_{ n }(i,j) } }\), \({ L }_{ C }=\frac{ 1 }{ N } \sum _{ n=1 }^{ N }{ { \left\| { C }_{ n }^{ * }-{ C }_{ n }^{ } \right\| }_{ 1 } }\), where \({ L }_{ C }\) sum of \({ L }_{ 1 }\) losses, \({ L }_{ H }\) cross entropy loss
 DetectNet [64]
Single RGB image
Cropped human image
Fast—\(R-CNN\) with mean binary cross entropy \(L=L_{cls} + L_{box} + L_{mask}\), where \(L=L_{cls}\) classification loss, \(L_{box}\) bounding box loss, \(L_{mask}\) segmentation mask loss
 RootNet [64]
Cropped human image
Localized root of the human \(R=(x_R, y_R, Z_R)\), \(x_R\), \(y_R\) are pixel coordinates, \(Z_R\) is an absolute depth value
\(L_1\) distance between the estimated and ground-truth coordinates \({ L }_{ root }={ \left\| R-{ R }^{ * } \right\| }_{ 1 }\), where R estimated pose coordinate and \({ R }^{ * }\) ground-truth one
 PoseNet [64]
Localized root of the human \(R=(x_R, y_R, Z_R)\), \(x_R\), \(y_R\) are pixel coordinates, \(Z_R\) is an absolute depth value
Absolute 3D pose \({ P }_{ j }^{ abs }=(x_j, y_j, Z_{j}^{abs})\) from a cropped human image
\(L_1\) distance between the estimated and ground-truth coordinates \({ L }_{ pose }=\frac{ 1 }{ J } \sum _{ j=1 }^{ J }{ { \left\| { P }_{ j }^{ rel }-{ P }_{ j }^{ { rel }_{ * } } \right\| }_{ 1 } }\), where \({ P }_{ j }^{ rel }\) estimated pose, \({ P }_{ j }^{ { rel }_{ * } }\) ground-truth one
 PoseNet [16]
2D pose outputs from Sun et al. [99, 115]
Root joint-relative 3D pose
\(L_1\) distance between the predicted 3D pose \(P^{3D}\) and ground-truth \(P^{{3D}^{*}}\) \({ L }_{ pose }={ \left\| { P }^{ 3D }-{ P }^{ { 3D }^{ * } } \right\| }_{ 1 }\)
 DeepPose [105]
Image of predefined size and has a size equal to the number of pixels times three color channels
Target values of the regression, 2k joint coordinates
Used \(L_2\) loss for regression \(arg\min _{ \theta }{ \sum _{ (x,y)\in { D }_{ N } }^{ }}\) \({ \sum _{ i=1 }^{ k }{ { \left\| { y }_{ i }-{ \psi }_{ i }(x;\theta ) \right\| }_{ 2 }^{ 2 } } }\), where x input image, \(\theta\) model parameter, \(y_i\) ground-truth and \(\psi _{ i }\) estimated pose coordinates
 PoseNet [66]
2D pose outputs from Sun et al. [99, 115]
Root joint-relative 3D pose
\(L_1\) distance between the predicted pose and ground-truth \({ L }_{ pose }^{PoseNet}={ \left\| { P }^{ 3D }-{ P }^{ { 3D }_{ * } } \right\| }_{ 1 }\)
3D human mesh and pose estimation
 MeshNet [16]
3D single-person pose estimation models
3D human mesh and pose estimation from a 2D human pose
Vertex coordinate loss \({ L }_{ vertex }={\left\| M^C-{ M }^{C * } \right\| }_{ 1 }\), Joint coordinate loss \({ L }_{ joint }={\left\| JM^C-P^{C*} \right\| }_{ 1 }\), Surface normal loss \({ L }_{ normal }=\sum _{ f }\) \(\sum\nolimits_{{\left\{ {i,j} \right\} \subset f}} {\left| {\left\langle {\frac{{m_{i} - m_{j} }}{{\left\| {m_{i} - m_{j} } \right\|_{2} }},n_{f}^{*} } \right\rangle } \right|}\), where \(M^C\) estimated and \({M}^{C *}\) coordinates, \(*\) indicates ground-truth
 Pose2Mesh [16]
2D pose outputs from Sun et al. [99, 115], 3D single-person pose estimation models
3D human mesh and pose estimation from a 2D human pose
Surface edge loss \(\quad { L }_{ edge }=\sum _{ f }^{ }{ \sum _{ \left\{ i,j \right\} \subset f }^{ }}\) \({ \left| { \left\| { m }_{ i }-{ m }_{ j } \right\| }_{ 2 }-{ \left\| { m }_{ i }^{ * }-{ m }_{ j }^{ * } \right\| }_{ 2 } \right| }\), \({ L }_{ mesh }={ \lambda }_{ v }{ L }_{ vertex }+{ \lambda }_{ j }{ L }_{ joint }+{ \lambda }_{ n }{ L }_{ vnormal }+{ \lambda }_{ e }{ L }_{ edge }\), where \(L_{vertex}\) vertex loss, \(L_{joint}\) loss, and \(\lambda _v=1\), \(\lambda _j=1\), \(\lambda _n=0.1\), \(\lambda _2=20\)
 MeshNet [66]
3D single-person pose estimation models
3D human mesh and pose estimation from a 2D human pose
\(L = { L }_{pose}^{PoseNet}+L_{pose}^{MeshNet}+L_{vertex}+{\lambda }_{v}{L}_{normal}+L_{edge}\)
Table 5
Experiment data of Networks used in pose estimation models
Network
Datasets
Evaluation metrics
Implementation details
3D Human Pose Estimation
 Bayesian Capsule Network [88]
HUMAN3.6M dataset
averaged errors of the Euclidean Distances of the 17 joints
AdamOptimizer \(lr=10^{-5}\) and \(b-size={1,11,20}\), trained on Intel i7-7700, 3.6 GHz CPU with 16 GB of memory and NVIDIA GTX1080TI
 \(V2V-Posenet\) [67]
ICVL [103], NYU, MSRA [101], HANDS 2017 Frame-based [121] 3D hand, ITOP [30] 3D HPE datasets
3D distance error and percentage of success frame metrics, mean average precision (mAP) that is defined as the detected ratio of all human body joints based on 10 cm rule
Weights are initialized from the zero-mean Gaussian distribution with \(\sigma = 0.001\), updated by the RMSProp, mini-batch size 8, 10 epochs, learning rate \(2.5*10^{-4}\)
 PoseFix [65]
ImageNet, COCO
OKS-based AP metric is used to evaluate the accuracy of the key point localization
Weights are initialized from the zero-mean Gaussian distribution with \(\sigma = 0.01\) and updated by Adam optimizer mini-batch size of 128, learning rate is set to \(5*10^{-4}\) and reduced by a factor of 10 at 90 and 120th epoch
 DetectNet [64]
Object detection datasets, COCO dataset
Mean per joint position error (MPJPE), PA-MPJPE calculates MPJPE after further alignment
Minibatch size is 16, 160 k iterations, with a learning rate of 0.02 which is decreased by 10 at the 120 k iteration, weight decay of 0.0001 and momentum of 0.9.
 RootNet [64]
ImageNet, Human3.6.M
Mean per joint position error (MPJPE), PA-MPJPE calculates MPJPE after further alignment
Weights are initialized by Gaussian distribution with \(\sigma = 0.001\) and updated by Adam optimizer with mini-batch size of 128, learning rate \(1*10^{-3}\) after 17 epochs \(1*10^{-4}\)
 PoseNet [64]
MPI-INF-3DHP [60], MuPoTS-3D [61]
Mean per joint position error (MPJPE), PA-MPJPE calculates MPJPE after further alignment
Used \(L_1\) loss function, which is not recommendable
 PoseNet [16]
MuCo-3DHP [61, 62], FreiHAND [127]
Mean per joint position error (MPJPE), PA-MPJPE calculates MPJPE after further alignment
Rmsprop optimization updated weights by with mini-batch size of 64, pre-rained 60 epochs with learning rate \(1*10^{-3}\) after 30 epochs \(1*10^{-4}\)
 DeepPose [105]
Leeds sports dataset(LSP), Frames Labeled In Cinema (FLIC)
Percentage of Correct Parts (PCP), Percent of Detected Joints (PDJ)
\(\theta\) is optimized for using Backpropagation, mini-batch size 128, learning rate is 0.0005, left/right flips as well as DropOut regularization for the F layers set to 0.6
 PoseNet [66]
MuCo-3DHP [61, 62], FreiHAND [127], ImageNet
Mean per joint position error (MPJPE), PA-MPJPE calculates MPJPE after further alignment
Rmsprop optimization updated weights by with mini-batch size of 64, pre-rained 60 epochs with learning rate \(1*10^{-3}\) after 30 epochs \(1*10^{-4}\)
3D human mesh and pose estimation
 MeshNet [16]
Human3.6.M, 3DPW [57], COCO
Mean per joint position error (MPJPE), PA-MPJPE calculates MPJPE after further alignment
Rmsprop optimization updated weights by with mini-batch size of 64
 Pose2Mesh [16]
Human3.6.M, 3DPW [57], COCO
Mean per joint position error (MPJPE), PA-MPJPE calculates MPJPE after further alignment
Rmsprop optimization updated weights by with mini-batch size of 64, trained 15 epochs with learning rate \(1*10^{-3}\) after 12 epochs \(1*10^{-4}\)
 MeshNet [66]
Human3.6.M, 3DPW [57], COCO
mean per joint position error (MPJPE), PA-MPJPE calculates MPJPE after further alignment
Rmsprop optimization updated weights by with mini-batch size of 64
2D poses from controlled and in-the-wild environments The proposed method benefits from a relatively homogeneous geometric property of the input 2D pose from controlled and in-the-wild environments. They alleviate the appearance of domain gap problem and provide essential geometric information on human articulation. 2D poses can be estimated accurately from in-the-wild images since many well-performing methods [15, 65, 99, 115] are trained on large-scale in-the-wild 2D human pose datasets [1].
Avoiding the representation issues The next advantage is that the proposed method avoids the pose parameters’ representation issues while exploiting the human mesh topology. Pose2Mesh directly regresses the 3D coordinates of mesh vertices using a graph convolutional neural network (Graph CNN) with graphs constructed from the mesh topology.
Pose2Mesh. Pose2Mesh is designed in a cascaded architecture, which consists of PoseNet and MeshNet. The PoseNet lifts the 2D human pose to the 3D human pose. Moreover, the MeshNet takes both 2D and 3D human poses to estimate the 3D human mesh in a coarse-to-fine manner. The mesh features are initially processed in a coarse resolution and gradually upsampled to a fine resolution during the forward propagation. The overall pipeline of the proposed Pos2Mesh system is represented in Fig. 10.

4.1 Depth-based 3D hand pose estimation

Depth-based 3D hand pose estimation methods can be divided into: generative methods; discriminative methods; hybrid methods.
Generative methods appropriate a pre-defined hand shape and fit it to the input depth image by minimizing hand-crafted cost functions. Particle swam optimization (PSO), iterative closest point (ICP), and their combination are the familiar algorithms used to obtain optimal hand pose [47] results.
Discriminative methods directly localize hand joints from an input depth map. Random forest-based methods [45] provide quick and precise representation. The CNN-based approaches outperform the existing methods and can learn useful features by themselves. CNN primarily was utilized to localize hand key points by estimating 2D heatmaps for each hand joint and then was extended by exploiting multi-view CNN to estimate 2D heatmaps. In [26, 27], the 2D input depth map was transformed to the 3D form and the 3D coordinates were calculated directly via 3D CNN.
Hybrid methods are a combination of the generative and discriminative approach. Oberweger et al. [73] suggested training the discriminative and generative CNNs by a feedback loop. Zhou et al. [126] proposed defining a hand model and estimating the model’s parameter then regress to 3D coordinates. Furthermore, in [119], the spatial attention mechanism and hierarchical PSO were utilized. Wan et al. [110] used two deep generative models with a shared latent space and training discriminator to estimate the posterior of the latent pose.

4.2 3D human hand and mesh estimation

A model-based approach trains a neural network to estimate the human mesh model parameters [56, 92]. The neural network has been widely used for the 3D human mesh estimation since it does not necessarily require 3D annotation for mesh supervision. Kanazawa et al. [38] used the adversarial loss to regress plausible SMPL parameters. Baek et al. [4] trained CNN to estimate the MANO model parameters using a neural renderer [40]. Omran et al. [77] introduced training a network with 2D joint coordinates, which takes human part segmentation as input. The advancement of fitting frameworks [6, 83] has motivated a model-free approach that estimates human mesh coordinates directly. Researchers could obtain 3D mesh annotation, which is essential for the model-free methods, from in-the-wild data. Ge et al. [26] utilized a GraphCNN to estimate vertices of hand mesh. Kolotouros et al. [50, 51] proposed a GraphCNN, which learns the template body mesh’s deformation to the target body mesh. Moon et al. [66] introduced a new heatmap representation, called lixel, to recover 3D human meshes. Choi et al. [16] presented a novel method Pose2Mesh that differs from the previous models, which are image based, in that it uses the 2D human pose as an input. The proposed Pose2Mesh system can benefit from the data with 3D annotations captured from controlled environments. As described in Fig. 10, it consists of two networks:
  • PoseNet
  • Meshnet
The network architecture of the MeshNet network model is described in Fig. 11.

4.3 Input and output representation in 3D hand pose estimation

The most massive existing 3D hand pose estimation methods from a single depth map are based on taking a 2D depth image and directly regressing 3D coordinates. A 2D depth image was recently converted to a truncated signed distance function-based 3D volumetric form and directly regressed 3D coordinates [21]. In 3D HPE from an RGB image, the per-voxel likelihood for each body key point via 2D CNN was estimated by Pavlakos et al. [83]. The discretized depth value was treated as a channel of the feature map, which resulted in different kernels for each depth value. Moon et al. [67] proposed to estimate each key point’s per-voxel likelihood from the voxelized input. They exploited the 3D fully convolutional network, and it was declared as the first model to generate voxelized output from voxelized input using 3D CNN for 3D hand pose estimation. To estimate the 3D coordinates of all key points, 2D depth images were converted to 3D volumetric forms. Then, \(V2V-PoseNet\) takes the 3D voxelized data and estimates each key point’s per-voxel likelihood (Fig. 12).

4.4 Refining target object localization

To localize key points, such as hand or human body joints, a cubic box that contains the hand or human body in 3D space is essential. This cubic box is usually placed around the reference point obtained using ground-truth joint position or the center of mass after simple depth thresholding around the hand region. However, in the real-world applications, using the ground-truth joint part is impractical. Moreover, the usage of center of mass calculated by simple depth thresholding does not guarantee that the object is correctly contained in the acquired cubic box due to the error in the center-of-mass calculations in cluttered scenes. When different items are near the target one, the simple depth thresholding method cannot filter the other objects correctly. So, the computed center-of-mass cubic box becomes incorrect. These weaknesses were overcome by training a simple 2D CNN; then, [72, 73] obtained a valid reference point. The network takes a depth image, whose reference point is calculated by the simple depth thresholding, and outputs 3D offset. The refined reference point can be obtained by adding the network’s output offset value to the calculated one. Table 6 shows converting the input image type from the 2D depth map to 3D voxelized form (from 2D CNN to 3D CNN) substantially improves performance.
Table 6
Average 3D distance error (mm) [67]
InputOutput
3D Coordinates
Per-voxel likelihood
2D depth map
18.85 (21.1M)
13.01 (4.6 M)
3D voxelized grid
16.78 (457.5M)
10.37 (3.4M)
The power of the localization-refining procedure and the epoch ensemble are described in Table 7.
Table 7
Effect of localization refinement and epoch ensemble [67]
Methods
Average 3D distance error
Baseline
11.14 mm
+Localization refinement
9.22 mm
+Epoch ensemble
8.42 mm

4.5 GraphCNN for mesh processing

In current methods, a mesh is considered as a graph structure. It is processed using the GraphCNN as it can fully exploit mesh topology. GraphCNN is utilized to learn a deformation from an initial ellipsoid mesh to the target object mesh in a coarse-to-fine manner [111]. Verma et al. [109] introduced a graph convolution operator and evaluated it on the correspondence problem. GraphCNN-based VAE was also proposed, which learns a latent space of the human face meshes hierarchically.

5 Datasets and evaluation metrics used in HPE

Datasets and evaluation protocols play a significant role in DL-based HPE. They are essential for fair comparison of different algorithms and bring more challenges and complexity through their expansion and improvement. With the maturity of commercial motion capture systems and crowdsourcing services, recent datasets are no longer limited by the data quantity or lab environments. This section will discuss some publicly available datasets for 2D and 3D HPE, with the most used evaluation metrics.

5.1 Datasets for 2D human pose estimation

Early created datasets for 2D HPE contain images with relatively simple backgrounds. However, DL-based models are unsuitable for these datasets because the number of images is too small for training. The common datasets used in DL-based approaches include MSCOCO, MPII, LSP, FLIC, Pose Track, and AI Challenger, which contain more images in more complicated scenes. The HPE datasets, such as FLIC and LSP, are relatively small and only contain specific activity categories. The images in the FLIC dataset are collected from Hollywood movies. The LSP dataset images are from sports scenes. Other datasets, such as AIChallenger and MSCOCO, are bigger in both size and number of image categories.

5.2 Datasets for 3D human pose estimation

In contrast with 2D HPE datasets, acquiring accurate 3D annotation for 3D HPE datasets is challenging. It requires motion capture systems such as MoCap and wearable IMUs. Therefore, many 3D HPE datasets are created in constrained conditions.
HumanEva dataset contains seven calibrated video sequences with ground-truth 3D annotation captured by a commercial MoCap system. It consists of four subjects performing six everyday actions: walking, jogging, gesturing, throwing and catching a ball, boxing, and combo. Human3.6M is the mainly used dataset for 3D HPE from monocular images and videos. It consists of 11 professional actors performing 17 activities such as smoking, taking photos, talking on the phone and etc. The dataset contains 3.6 million 3D human poses with 3D ground-truth annotation captured by an accurate marker-based MoCap system. TNT15 dataset consists of synchronized data streams from eight RGB cameras and ten IMUs. It has been recorded in an office environment. It records four actors performing five activities: walking, running on the spot, rotating arms, jumping and skiing, and dynamic punching. The dataset contains about 13k frames, including binary segmented images obtained by background subtraction, 3D laser scans and registered meshes of each actor. MPI-INF-3DHP dataset was collected with a marker- less multi-camera MoCap system and includes both indoor and outdoor scenes. It contains over 1.3 M frames from 14 different views. Eight subjects are recorded performing eight activities such walking/standing, exercise, sitting, crouch/reach, on the floor, sports, miscellaneous. TotalCapture dataset was captured indoors with eight calibrated HD video cameras. There are four male and one female subjects performing four diverse performances, repeated three times. The variation and body motions within the acting and freestyle sequences are very challenging with actions such as yoga, giving directions, bending over and crawling performed in both the train and test data.
Furthermore, the MARCOnI dataset contains sequences in a variety of uncontrolled indoor and outdoor scenarios. They vary according to different data modalities captured, in the numbers and identities of actors to track, the complexity of the motions, the number of cameras used, the existence and number of moving objects in the background and the lighting conditions. Cameras differ in the types, hence the frame resolutions, and the frame rates. Panoptic dataset was captured with a markerless motion capturing using multiple view systems. It contains 65 sequences of social interaction with 1.5 million 3D skeletons. The provided annotations include 3D key points, cloud points, optical flow, etc. 3DPW dataset was captured using a single hand-held camera in natural environments. 3D annotations are estimated from IMUs. All subjects in the dataset are provided with 3D scans. It consists of 60 video sequences with periodic actions, including walking in the city, going upstairs, having coffee, taking the bus, etc. The datasets were collected with MoCap systems. Table 8 shows popular 3D HPE datasets which we have described above.
Table 8
Popular datasets for 3D HPE [14]
Dataset name
Evaluation metric
Highlights
Single person approach
\(HumanEva-I\)
MPJPE
4/2 subjects, 6/1 actions, Vicon data, indoor environment
\(HumanEva-II\)
MPJPE
4/2 subjects, 6/1 actions, Vicon data, indoor environment
Human3.6M
MPJPE
11 subjects, 17 actions, Vicon data, indoor environment, multi-annotation
TNT15
MPJPE
4 subjects, 5 actions, IMU data, 3D body scans, indoor environment
\(MPI-INF-3DHP\)
3DPCK
8 subjects, 8 actions, commercial markerless system, indoor and outdoor scenes
TotalCapture
MPJPE
5 subjects, 5 actions, Vicon and IMU data, indoor environment, multi-annotation
Multi-person approach
Panoptic
3DPCK
Up to 8 subjects in each video, social interactions, markerless studio, multi-annotation, indoor environment
3DPW
MPJPE, MPJAE
7 subjects, daily actions, estimated 3D poses, 3D scans, in the wild

5.3 Evaluation metrics used in 2D HPE

Different datasets have different features and task requirements (single/multi-pose). Therefore, several metrics are used evaluate the performance in 2D HPE, which is tricky due to many factors that need to be considered. We will describe some of the commonly used metrics in the following.
Percentage of Correctly estimated body Parts (PCP) metric evaluates stick predictions, and it was used in early research studies. PCP reports the localization accuracy for human limbs. A human limb is correctly localized if its two endpoints are within a threshold from the corresponding ground truth endpoints. Besides, a mean PCP, some limbs PCP, such as the torso, upper legs, lower legs, upper arms, forearms, head, are also reported. Moreover, percentage curves for each limb can be obtained with the threshold variation in the metric. The similar metrics PCPm use \(50\%\) of the mean ground-truth segment length over the entire test set as a matching threshold.
Percentage of Correct Key points (PCK) measures the accuracy of the localization of the human body joints. A human body joint is considered correct if it falls within the threshold pixels of the ground-truth joint. Moreover, with the variation in a threshold, Area Under the Curve (AUC) can be generated for further analysis.
The Object Key point Similarity (OKS) and Average Precision (AP) of OKS consider scale and introduce the per-point constant to control falloff.
AP, Average Recall (AR) and their variants are also metrics used in evaluating multi-person pose estimation results. AP, AR and their variants are reported based on an analogous similarity measure: object key point similarity (OKS), which plays the same role as the Intersection over Union (IoU). In addition, AP/AR with different human body scales are also reported in the COCO dataset.

5.4 Evaluation metrics used in 3D HPE

There are several evaluation metrics for 3D HPE with different limitation factors. In this subsection, we will give a list of widely used evaluation metrics.
Mean Per Joint Position Error (MPJPE) is one of the most popular metrics to evaluate the performance of 3D HPE. It is based on Euclidean distance and calculates the distance from the estimated 3D joints to the ground truth, averaged over all joints in one image. In the set of frames cases, the mean error is averaged over all frames. Different datasets and protocols have different data post-processing of estimated joints before computing the MPJPE.
PMPJPE measure called a Reconstruction Error is the MPJPE after rigid alignment by post-processing between the estimated pose and the ground-truth one.
NMPJPE is defined as the MPJPE after normalizing the predicted positions in scale to the reference.
Mean Per Vertex Error (MPVE) measures the Euclidean distances between the ground truth vertices and the predicted vertices.
3DPCK is a 3D extended version of the PCK metric used in 2D HPE evaluation. An estimated joint is considered correct if the distance between the estimation and the ground truth is within a certain threshold, and mainly the threshold is set to 150 mm.

6 Open issues and challenges

HPE is still a hot topic in computer vision which recently has evolved along with DL approaches. Despite the significant development of 2D and 3D human hand, pose and mesh estimation with DL, some unresolved open issues and challenges still exist between academia and industry, for example issue of the influence of human body part occlusion and crowded people. Effective practical models and sufficient training data are essential for DL-based methods. The massive interest in HPE and its importance can be seen from the workshops and challenges on HPE, increasing. They gather researchers from academia and industry on HPE and discuss the current state-of-the-art and future research directions. Here we give some of them as we decide as recent and important ones: ICCV 2017—PoseTrack Challenge: Human Pose Estimation and Tracking in the Wild, CVPR 2018—3D humans 2018: 1st International workshop on Human pose, motion, activities and shape, ECCV 2018-PoseTrack Challenge: Articulated People Tracking in the Wild, CVPR 2019—Workshop On Augmented Human: Human-centric Understanding, CVPR 2019-3D humans 2019: 2nd International workshop on Human pose, motion, activities and shape, ACM Multimedia-2020 Large-scale Human-centric Video Analysis in Complex Events, CVPR 2020-Towards Human-Centric Image/Video Synthesis, ECCV 2020-3D poses in the wild challenge.

7 Conclusion

This paper reviewed and discussed recent published DL-based papers on the human pose, hand and mesh estimation approaches in great detail. We have comprehensively investigated the related theoretical and practical issues compared to existing methods in this HPE research field. Moreover, the pose estimation concepts and their applications are clearly explained in detail to provide readers with a deeper understanding of these topics. We also provided a clear taxonomy of the presented survey-based 2D and 3D pose, hand and mesh estimation, including single-person or multi-person, single-stage or double-stage categories. In addition, datasets and metrics used in the HPE research approaches are provided for both 2D and 3D HPE approaches. The taxonomy of the presented paper is based on the methodology, which includes single-person or multi-person, single-stage or double-stage pipelines. The comparisons are made among different frameworks and different pipelines of the HPE approaches. Moreover, we also summarized the datasets and evaluation metrics for DL-based 2D and 3D HPE approaches. We hope that the presented review work can motivate new research efforts to improve the HPE approaches with large-scale applications such as non-verbal and remote communication, including hand and body motion, VR, AR, human action recognition and computer games.

8 Future research directions

Despite the remarkable success in the HPE field, there are still various promising future directions to promote advances in HPE research. Further, we point out some of them:
3D HPE is usually used in visual tracking and analysis fields. Existing 3D human hand, pose and mesh estimation from the given videos is not smooth and continuous. It is because the evaluation metrics cannot evaluate the smoothness. Suitable frame-level evaluation metrics focusing on temporary consistency and action smoothness should be generated.
The slight noise can significantly affect the performance of the HPE network. DL-based networks in computer vision tasks are weak to adversarial attacks. The researches against adversarial attacks can improve the robustness of models and promote real-world HPE applications.

Acknowledgements

This work was supported by the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea NRF-2019S1A5C2A03081234 and Inha University.
Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://​creativecommons.​org/​licenses/​by/​4.​0/​.

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Metadaten
Titel
Human pose, hand and mesh estimation using deep learning: a survey
verfasst von
Mukhiddin Toshpulatov
Wookey Lee
Suan Lee
Arousha Haghighian Roudsari
Publikationsdatum
01.01.2022
Verlag
Springer US
Erschienen in
The Journal of Supercomputing / Ausgabe 6/2022
Print ISSN: 0920-8542
Elektronische ISSN: 1573-0484
DOI
https://doi.org/10.1007/s11227-021-04184-7

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