Hand Key Point Recognition via Cycle-GAN Emulation
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Solution Overview
Problem
The accuracy of gesture recognition is low due to significant differences between virtual and real images used for training hand key-point recognition models, as the skin and background details in virtual images do not match those in real images, leading to a data distribution gap.
Innovation Solution
A Cycle-GAN model is used to convert virtual images into emulation images that resemble real images, allowing for the training of hand key-point recognition models with key-point coordinates, thereby bridging the data distribution gap and improving recognition accuracy.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If virtual images generated through three-dimensional modeling are used for training, then the availability of training samples is improved, but the accuracy of gesture recognition deteriorates due to differences between virtual and real images
Solution Approach 1:
The patent introduces Cycle-GAN as an intermediary tool to translate virtual images into emulation images that bridge the gap between virtual and real image domains. The Cycle-GAN model learns the mapping between virtual and real image styles, enabling virtual images to be transformed into realistic-looking training samples while preserving the original key-point coordinates, thus resolving the contradiction between sample availability and recognition accuracy
Solution Approach 2:
The patent changes the visual parameters of virtual images by applying style transfer through Cycle-GAN. The model modifies color distribution, texture characteristics, and lighting parameters of virtual images to match real image properties, while maintaining the semantic content and key-point information. This parameter transformation enables virtual images to resemble real images closely enough for accurate gesture recognition training
2Measurement precision
If manual labeling of key-point coordinates in real images is performed, then the accuracy of training data is improved, but the time and cost consumption deteriorates
Solution Approach 1:
The patent uses virtual images as copies of real images, which automatically contain accurate key-point coordinates through the three-dimensional modeling process. Instead of manually labeling real images, the system generates synthetic virtual images that replicate the structural and geometric properties of real hands, complete with precise key-point annotations already embedded in the generation process, thereby eliminating manual labeling while maintaining data accuracy
Solution Approach 2:
The patent performs preliminary action by pre-computing and embedding accurate key-point coordinates during the virtual image generation phase through three-dimensional modeling. This preliminary labeling action eliminates the need for subsequent manual annotation, as the key-point data is automatically available and accurate before the training process begins
Data Source
AI summary
A hand key-point recognition model training method is provided for a model training device. The method includes: converting a sample virtual image into an emulation image through a Cycle-GAN model, the sample virtual image being an image generated through three-dimensional modeling, and the sample virtual image including key-point coordinates corresponding to hand key-points, and the emulation image being used for emulating an image acquired in a real scenario; extracting a hand image in the emulation image; and training a hand key-point recognition model according to the hand image in the emulation image and the key-point coordinates, the hand key-point recognition model being used for outputting hand key-point coordinates of a hand in a real image according to the inputted real image.


