4 resultados para Complicated grief

em Massachusetts Institute of Technology


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The recognition of objects with smooth bounding surfaces from their contour images is considerably more complicated than that of objects with sharp edges, since in the former case the set of object points that generates the silhouette contours changes from one view to another. The "curvature method", developed by Basri and Ullman [1988], provides a method to approximate the appearance of such objects from different viewpoints. In this paper we analyze the curvature method. We apply the method to ellipsoidal objects and compute analytically the error obtained for different rotations of the objects. The error depends on the exact shape of the ellipsoid (namely, the relative lengths of its axes), and it increases a sthe ellipsoid becomes "deep" (elongated in the Z-direction). We show that the errors are usually small, and that, in general, a small number of models is required to predict the appearance of an ellipsoid from all possible views. Finally, we show experimentally that the curvature method applies as well to objects with hyperbolic surface patches.

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In low-level vision, the representation of scene properties such as shape, albedo, etc., are very high dimensional as they have to describe complicated structures. The approach proposed here is to let the image itself bear as much of the representational burden as possible. In many situations, scene and image are closely related and it is possible to find a functional relationship between them. The scene information can be represented in reference to the image where the functional specifies how to translate the image into the associated scene. We illustrate the use of this representation for encoding shape information. We show how this representation has appealing properties such as locality and slow variation across space and scale. These properties provide a way of improving shape estimates coming from other sources of information like stereo.

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This report presents issues relating to the kinematics and control of dexterous robotic hands using the Utah-MIT hand as an illustrative example. The emphasis throughout is on the actual implementation and testing of the theoretical concepts presented. The kinematics of such hands is interesting and complicated owing to the large number of degrees of freedom involved. The implementation of position and force control algorithms on such tendon driven hands has previously suffered from inefficient formulations and a lack of sophisticated computer hardware. Both these problems are addressed in this report. A multiprocessor architecture has been built with high performance microcomputers on which real-time algorithms can be efficiently implemented. A large software library has also been built to facilitate flexible software development on this architecture. The position and force control algorithms described herein have been implemented and tested on this hardware.

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PILOT is a programming system constructed in LISP. It is designed to facilitate the development of programs by easing the familiar sequence: write some code, run the program, make some changes, write some more code, run the program again, etc. As a program becomes more complex, making these changes becomes harder and harder because the implications of changes are harder to anticipate. In the PILOT system, the computer plays an active role in this evolutionary process by providing the means whereby changes can be effected immediately, and in ways that seem natural to the user. The user of PILOT feels that he is giving advice, or making suggestions, to the computer about the operation of his programs, and that the system then performs the work necessary. The PILOT system is thus an interface between the user and his program, monitoring both in the requests of the user and operation of his program. The user may easily modify the PILOT system itself by giving it advice about its own operation. This allows him to develop his own language and to shift gradually onto PILOT the burden of performing routine but increasingly complicated tasks. In this way, he can concentrate on the conceptual difficulties in the original problem, rather than on the niggling tasks of editing, rewriting, or adding to his programs. Two detailed examples are presented. PILOT is a first step toward computer systems that will help man to formulate problems in the same way they now help him to solve them. Experience with it supports the claim that such "symbiotic systems" allow the programmer to attack and solve more difficult problems.