9 resultados para 3D vision

em QUB Research Portal - Research Directory and Institutional Repository for Queen's University Belfast


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Simultaneous contrast effects have been found across a wide range of visual dimensions. We describe a simultaneous contrast effect - three-dimensional curvature contrast - in which the apparent curvature of a surface defined by shading and texture information is influenced by the curvature of a surrounding surface. The effect is strong and easily measurable. We asked whether the effect depends upon the presence of contrast at the level of the internal representation of surface curvature or whether it could be better explained in terms of local changes in the apparent brightness of regions within the test patches induced by luminance transition at the borders. The experimental results suggest that, whicle these luminance-contrast-induced effects do contribute to the observed changes in perceived curvature, there are additional influences. In particular changes in perceived curvature induced by a pattern of curved patches were eliminated or considerably weakened when the inducing pattern was transformed into a photographic negative, a procedure which disrupts the apparent three-dimensional structure of the surface patches without changing their brightness contrast. This suggests a component of the illusion involves comparisons at the level of representation of surface curvature. The observation that three-dimensional curvature contrast presists when the inducing surfaces are spatially separate from the test surface suggests that shape perception involves global, as well as local, operations.

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The interpretations people attach to line drawings reflect shape-related processes in human vision. Their divergences from expectations embodied in related machine vision traditions are summarized, and used to suggest how human vision decomposes the task of interpretation. A model called IO implements this idea. It first identifies geometrically regular, local fragments. Initial decisions fix edge orientations, and this information constrains decisions about other properties. Relations between fragments are explored, beginning with weak consistency checks and moving to fuller ones. IO's output captures multiple distinctive characteristics of human performance, and it suggests steady progress towards understanding shape-related visual processes is possible.

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In this paper we propose a statistical model for detection and tracking of human silhouette and the corresponding 3D skeletal structure in gait sequences. We follow a point distribution model (PDM) approach using a Principal Component Analysis (PCA). The problem of non-lineal PCA is partially resolved by applying a different PDM depending of pose estimation; frontal, lateral and diagonal, estimated by Fisher's linear discriminant. Additionally, the fitting is carried out by selecting the closest allowable shape from the training set by means of a nearest neighbor classifier. To improve the performance of the model we develop a human gait analysis to take into account temporal dynamic to track the human body. The incorporation of temporal constraints on the model increase reliability and robustness.

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Utilising cameras as a means to survey the surrounding environment is becoming increasingly popular in a number of different research areas and applications. Central to using camera sensors as input to a vision system, is the need to be able to manipulate and process the information captured in these images. One such application, is the use of cameras to monitor the quality of airport landing lighting at aerodromes where a camera is placed inside an aircraft and used to record images of the lighting pattern during the landing phase of a flight. The images are processed to determine a performance metric. This requires the development of custom software for the localisation and identification of luminaires within the image data. However, because of the necessity to keep airport operations functioning as efficiently as possible, it is difficult to collect enough image data to develop, test and validate any developed software. In this paper, we present a technique to model a virtual landing lighting pattern. A mathematical model is postulated which represents the glide path of the aircraft including random deviations from the expected path. A morphological method has been developed to localise and track the luminaires under different operating conditions. © 2011 IEEE.

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This paper seeks to explore the construction of narrative space in 3D PC computer games. With reference to Stephen Heath’s theory of filmic narrative space, the paper will examine how computer games, based on the rendition of a continuous 3D, real-time interactive environment, construct a distinct mode of narrativisation. The dynamic imbrication of the manipulation of 3D objects in a virtual world and the (re)presentation of this virtual mise-en-scene constitute an interaction that affects the concept of narrative in computer games. This leads to several questions that the paper seeks to investigate: How does the construction of space in PC games contribute to the meaning-making process or the gamer’s experience of narrative? How then is this experience of narrative game-space different from that of film?

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Recent work suggests that the human ear varies significantly between different subjects and can be used for identification. In principle, therefore, using ears in addition to the face within a recognition system could improve accuracy and robustness, particularly for non-frontal views. The paper describes work that investigates this hypothesis using an approach based on the construction of a 3D morphable model of the head and ear. One issue with creating a model that includes the ear is that existing training datasets contain noise and partial occlusion. Rather than exclude these regions manually, a classifier has been developed which automates this process. When combined with a robust registration algorithm the resulting system enables full head morphable models to be constructed efficiently using less constrained datasets. The algorithm has been evaluated using registration consistency, model coverage and minimalism metrics, which together demonstrate the accuracy of the approach. To make it easier to build on this work, the source code has been made available online.

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Despite pattern recognition methods for human behavioral analysis has flourished in the last decade, animal behavioral analysis has been almost neglected. Those few approaches are mostly focused on preserving livestock economic value while attention on the welfare of companion animals, like dogs, is now emerging as a social need. In this work, following the analogy with human behavior recognition, we propose a system for recognizing body parts of dogs kept in pens. We decide to adopt both 2D and 3D features in order to obtain a rich description of the dog model. Images are acquired using the Microsoft Kinect to capture the depth map images of the dog. Upon depth maps a Structural Support Vector Machine (SSVM) is employed to identify the body parts using both 3D features and 2D images. The proposal relies on a kernelized discriminative structural classificator specifically tailored for dogs independently from the size and breed. The classification is performed in an online fashion using the LaRank optimization technique to obtaining real time performances. Promising results have emerged during the experimental evaluation carried out at a dog shelter, managed by IZSAM, in Teramo, Italy.

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We address the problem of 3D-assisted 2D face recognition in scenarios when the input image is subject to degradations or exhibits intra-personal variations not captured by the 3D model. The proposed solution involves a novel approach to learn a subspace spanned by perturbations caused by the missing modes of variation and image degradations, using 3D face data reconstructed from 2D images rather than 3D capture. This is accomplished by modelling the difference in the texture map of the 3D aligned input and reference images. A training set of these texture maps then defines a perturbation space which can be represented using PCA bases. Assuming that the image perturbation subspace is orthogonal to the 3D face model space, then these additive components can be recovered from an unseen input image, resulting in an improved fit of the 3D face model. The linearity of the model leads to efficient fitting. Experiments show that our method achieves very competitive face recognition performance on Multi-PIE and AR databases. We also present baseline face recognition results on a new data set exhibiting combined pose and illumination variations as well as occlusion.