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    請使用永久網址來引用或連結此文件: https://ir.lib.ncu.edu.tw/handle/987654321/111191


    題名: 分散式即時多視角多人 3D 人體姿態估計系統;分散式即時多視角多人 3D 人體姿態估計系統
    作者: 陳映樺;CHEN, YING-HUA
    貢獻者: 資訊工程學系
    關鍵詞: 多視角;3D 人體姿態估計;即時系統;三角測量;分散式架構;multi-view;3D human pose estimation;real-time system;triangulation;distributed architecture
    日期: 2026-09-03
    上傳時間: 2026-10-20 17:01:36 (UTC+8)
    出版者: 國立中央大學
    摘要: 隨著虛實互動展演的發展,以人體姿態估計取代穿戴式設備,讓使用者直接以動
    作與設施互動,逐漸成為重要的應用需求。這類場域多為多人互動且容易產生遮擋,須以多台固定攝影機從多視角同時拍攝,並維持自影像擷取至 3D 姿態輸出全程的即時性。然而,現有多視角 3D 人體姿態估計研究多採循序式架構,難以滿足多視角處理的低延遲需求;且在即時性較佳的三角測量方法中,2D 偵測誤差會直接導致 3D 骨架變形。
    針對上述動機,本研究設計並實作一套無須專用硬體的多視角多人 3D 姿態估計端
    到端系統,具體貢獻包含:設計影像擷取、2D 推論、多視角資料處理、人物姿態重建與輸出五層分散式架構,以並行處理降低系統整體延遲;整合時間同步、時間差過濾與補幀機制,在視角延遲下維持運算所需的有效視角數量;並導入骨長修正方法,改善 2D 偵測誤差造成的骨架異常。
    實驗結果顯示,本系統能連續七天穩定運作,於有人活動時段內 99.986% 的時間
    維持 30 FPS 以上,且端到端延遲低於 60 毫秒。在 CMU Panoptic 資料集上,骨長修正機制將骨架長度誤差(Bone Length Error, BLE)由 26.28 mm 降至 22.11 mm;在模擬視角延遲情境下,時間同步與補幀機制將 BLE 由 22.28 mm 降至 21.34 mm。驗證了本系統在維持低延遲的同時,能有效維持 3D 骨架品質。;With the development of virtual-real interactive exhibitions, replacing wearable devices with human pose estimation (HPE) allows users to interact directly through body motion. Such scenarios involve multi-person interaction and frequent occlusion, requiring multiple fixed cameras to capture the scene from multi-view while maintaining real-time performance from image capture to 3D pose output. However, existing multi-view 3D HPE studies mostly adopt sequential architectures, struggling to meet low-latency demands. Furthermore, while triangulation offers low latency, 2D detection errors directly cause 3D skeleton deformation.
    To address these issues, this study designs and implements an end-to-end multi-view multiperson 3D pose estimation system without specialized hardware. The main contributions include: designing a five-layer distributed architecture (image capture, 2D inference, multi-view data processing, pose reconstruction, output) to reduce latency via parallel processing; integrating time synchronization, time-difference filtering, and frame fill-in mechanisms to maintain sufficient views under delays; and adopting bone length correction to fix 2D-induced skeletal anomalies.
    Experimental results show that the system operates stably for seven days. During human activity periods, it maintains 30 FPS or above and an end-to-end latency below 60 ms for 99.986% of the time. On the CMU Panoptic dataset, bone length correction reduces the bone length error (BLE) from 26.28 mm to 22.11 mm, while time synchronization and fill-in mechanisms reduce it from 22.28 mm to 21.34 mm under simulated delays, verifying both real-time performance and skeleton quality.
    顯示於類別:[資訊工程研究所] 博碩士論文

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