Closed mks0601 closed 4 years ago
We have uploaded it to Baidu Yun. link:https://pan.baidu.com/s/1SVSNsAJ_S0u-YS6ata_IJw code:gu2r
Data structure:
gtD_XXXX.bin captured data
inputC_XXX.jpg reference color image
smoothD_XXX.bin smoothed data
Simple matlab read demo: fileID = fopen('gtD_XXXX.bin'); img = fread(fileID, [448,448], 'float32'); imagesc(img)
If you have any quesition on dataset, please contact us.
Great. Thanks! Unfortunately, I cannot download the data from Baidu because of unknown error :( Could you upload the data at other cloud service such as google drive?
@mks0601 we have uploaded it to the google drive https://drive.google.com/file/d/1c2oBvBNzbK0E-UeiYvvhHEmDE3w4L0Me/view?usp=sharing
Perfect. Thanks! Could you also share estimated depth maps on MSCOCO dataset using ShadingNet?
@mks0601 We didn't not do any depth estimation on datasets, we use HMR as the initialisation.
Also, could you give me some filename rule of the dataset? It seems there are gtD_xxxx.bin
, inputC_xxxx.jpg
, inputC_xxxx-r.png
, inputC_xxxx-s.png
, and smoothD_xxxx.bin
.
I think gtD_xxxx.bin
, inputC_xxxx.jpg
, and smoothD_xxxx.bin
represent groundtruth sharp depth map, input image, and smooth depth map, respectively. What inputC_xxxx-r.png
, inputC_xxxx-s.png
stand for?
inputC_xxxx-r.png and inputC_xxxx-s.png represents the albedo and shading for the color image
@mks0601 We didn't not do any depth estimation on datasets, we use HMR as the initialisation.
Hmm.. maybe I misunderstand your paper, but as I understand, you use ShadingNet to get the refined depth map at Figure 2. You first train the ShadingNet on your Kinetics depth map dataset, and the refined depth map from the ShadingNet is used to deform the mesh without detail to have detailed information. What I asked was could you share the refined depth map from the ShadingNet.
In addition, I want to ask you several questions about how did you 'deform' meshes. The dimensions of the deformation vectors from the 'joint deform' and the 'anchor deform' are not described in the paper, which makes me confused.
If the dimension of the 'joint deform' vector is J x 3 (J = the number of joints), only some vertices tied with body joints would be effected by joint deformation vector. Then, it can result in very weird mesh because most of the vertices do not move while only some vertices tied with body joints move. What do you think about this? This question also holds for the 'anchor deform'.
How do you deform mesh using the refined depth map from the ShadingNet? The refined depth map only provides depth information from visible area, but mesh is full 3D that includes invisible area from the image.
Hi, thanks for sharing code of your paper. Could you share the Kinect depth map dataset used to train Shading-Net?