20 resultados para scenes
em Consorci de Serveis Universitaris de Catalunya (CSUC), Spain
Resumo:
This paper describes a method to achieve the most relevant contours of an image. The presented method proposes to integrate the information of the local contours from chromatic components such as H, S and I, taking into account the criteria of coherence of the local contour orientation values obtained from each of these components. The process is based on parametrizing pixel by pixel the local contours (magnitude and orientation values) from the H, S and I images. This process is carried out individually for each chromatic component. If the criterion of dispersion of the obtained orientation values is high, this chromatic component will lose relevance. A final processing integrates the extracted contours of the three chromatic components, generating the so-called integrated contours image
Resumo:
Report for the scientific sojourn at the Swiss Federal Institute of Technology Zurich, Switzerland, between September and December 2007. In order to make robots useful assistants for our everyday life, the ability to learn and recognize objects is of essential importance. However, object recognition in real scenes is one of the most challenging problems in computer vision, as it is necessary to deal with difficulties. Furthermore, in mobile robotics a new challenge is added to the list: computational complexity. In a dynamic world, information about the objects in the scene can become obsolete before it is ready to be used if the detection algorithm is not fast enough. Two recent object recognition techniques have achieved notable results: the constellation approach proposed by Lowe and the bag of words approach proposed by Nistér and Stewénius. The Lowe constellation approach is the one currently being used in the robot localization project of the COGNIRON project. This report is divided in two main sections. The first section is devoted to briefly review the currently used object recognition system, the Lowe approach, and bring to light the drawbacks found for object recognition in the context of indoor mobile robot navigation. Additionally the proposed improvements for the algorithm are described. In the second section the alternative bag of words method is reviewed, as well as several experiments conducted to evaluate its performance with our own object databases. Furthermore, some modifications to the original algorithm to make it suitable for object detection in unsegmented images are proposed.
Resumo:
Aquest projecte és una part d’un projecte més ampli consistent en estudiar un format gràfic que permeti exportar una escena modelada en Blender i importar aquesta mateixa escena en un entorn interactiu basat en Visual C++ amb OpenGL. D’aquesta forma, disposem de la capacitat de modelat de Blender i de la interacció i visualització de la llibreria OpenGL. Aquest format ha de representar geometria i textures imprescindiblement, i si és possible, d’altres factors importants com il·luminació, visualització i moviment. La part del projecte explicada en aquesta memòria consisteix en estudiar el format gràfic més adient per representar els diferents factors de realisme de l’escena (geometria, textura, etc.) havent triat el format OBJ per la seva capacitat de representació i fàcil edició. Per a provar el format, s’ha dissenyat un diorama de pessebre utilitzant les capacitats de modelatge de Blender. Pel que respecta les figures, aspecte important per a considerar l’escena com a pessebre, s’ha utilitzat un escàner 3D que ha obtingut representacions de malla 3D, a partir de figures reals de pessebre, que posteriorment han estat texturades. S’ha generat un vídeo del diorama de pessebre que permet veure’n tots els detalls navegant amb el punt de vista per l’escena. Aquest vídeo s’ha exposat en la mostra de pessebres de la Associació Pessebrista de Sabadell el Nadal del 2008.
Resumo:
El present projecte part d’un estudi sobre el tractament de situacions d’emergència, on es considera que una infraestructura de comunicació, sobre aquest tipus d’escenaris, ha d’implementar la interoperabilitat i el control d’accés, entre els diferents elements que hi participen, utilitzant la conversió d’atributs. Per tal de materialitzar aquest estudi s’ha realitzat un anàlisi de les necessitats de l’aplicació i un disseny detallat dels mòduls que el formen. S’ha implementat d’aquesta manera una eina de simulació per entorns multi-domini. Finalment s’han realitzat un conjunt de proves per comprovar la seva fiabilitat respecte l’estudi original.
Resumo:
En el present estudi s’ha analitzat si és possible l’autosuficiència energètica al barri projectat de La Plana de Sitges a partir de fonts renovables d’energia. S’ha realitzat un anàlisi de l’oferta potencial del barri de La Plana, format per habitatges unifamiliars i plurifamiliars, serveis i equipaments i s’ha comparat el potencial de producció energètica dels recursos renovables locals a cada subsistema i pel sistema de La Plana. Diferenciant si són una Oferta estàndard (4.000 MWh/a) seguint la Normativa d’ecoeficiència de Sitges o bé una Oferta renovable (19.000 MWh/a) segons un Ecobarri proposat en aquest projecte a partir d’energia solar fotovoltaica i tèrmica. En l’estudi de la demanda, diferenciant entre una Demanda estàndard (39.000 MWh/a), respon al total de La Plana seguint el consum d’un habitatge tipus de la mitjana catalana (ICAEN, 2002) i una Demanda eficient (20.800 MWh/a) seguint un model de baix consum projectat en un Ecobarri de Barcelona. (Vallbona, 2009). Per analitzar de forma detallada les variables d’oferta i demanda, s’han proposat quatre escenaris diferents on es valoren l’autosuficiència energètica del sistema de la Plana i aspectes ambientals d’emissions derivades de la utilització de l’energia. El primer escenari és l’estàndard i és el resultat d’analitzar conjuntament una oferta i una demanda estàndard. Al segon escenari conflueixen una Oferta Estàndard i una Demanda Eficient. En el tercer escenari coincideixen una Oferta Renovable i una Demanda Estàndard. El quart i últim escenari respon a la proposta d’Ecobarri on l’Oferta és renovable i la Demanda eficient. Tanmateix, s’ha realitzat un estudi sobre els aspectes econòmics de La Plana que s’estimen en uns beneficis per la venda de l’energia d’uns 5 milions d’euros anuals i uns costos d’instal·lació de 80 milions d’euros. Finalment s’ha constatat que és possible assolir una autosuficiència del 90% a l’escenari Ecobarri (oferta renovable - demanda eficient). Mitjançant la instal·lació de sistemes de captació solar a les cobertes, cobrint el 100% de la demanda d’ACS, i captadors solars FV, ambdues estratègies són viables i representen beneficis econòmics i una reducció d’emissions de l’ordre de 13.700 Tn CO2 equivalents anuals que suposen un estalvi del 88% respecte un escenari d’oferta i demanda estàndard.
Resumo:
We investigate whether dimensionality reduction using a latent generative model is beneficial for the task of weakly supervised scene classification. In detail, we are given a set of labeled images of scenes (for example, coast, forest, city, river, etc.), and our objective is to classify a new image into one of these categories. Our approach consists of first discovering latent ";topics"; using probabilistic Latent Semantic Analysis (pLSA), a generative model from the statistical text literature here applied to a bag of visual words representation for each image, and subsequently, training a multiway classifier on the topic distribution vector for each image. We compare this approach to that of representing each image by a bag of visual words vector directly and training a multiway classifier on these vectors. To this end, we introduce a novel vocabulary using dense color SIFT descriptors and then investigate the classification performance under changes in the size of the visual vocabulary, the number of latent topics learned, and the type of discriminative classifier used (k-nearest neighbor or SVM). We achieve superior classification performance to recent publications that have used a bag of visual word representation, in all cases, using the authors' own data sets and testing protocols. We also investigate the gain in adding spatial information. We show applications to image retrieval with relevance feedback and to scene classification in videos
Resumo:
Given a set of images of scenes containing different object categories (e.g. grass, roads) our objective is to discover these objects in each image, and to use this object occurrences to perform a scene classification (e.g. beach scene, mountain scene). We achieve this by using a supervised learning algorithm able to learn with few images to facilitate the user task. We use a probabilistic model to recognise the objects and further we classify the scene based on their object occurrences. Experimental results are shown and evaluated to prove the validity of our proposal. Object recognition performance is compared to the approaches of He et al. (2004) and Marti et al. (2001) using their own datasets. Furthermore an unsupervised method is implemented in order to evaluate the advantages and disadvantages of our supervised classification approach versus an unsupervised one
Resumo:
Quan els bojos canten és el resultat d’una recerca motivada pel perquè són com són les àries de bogeria. El treball exposa l’evolució dels bojos en societat i cultura fins arribar a la imatge del boig en l’òpera. La metodologia usada per l’elaboració del treball ha consistit en una recerca històrica, l’anàlisi general de la música i dels personatges i una anàlisi més exhaustiva sobre tres àries de bogeria. Així doncs el treball ens planteja una evolució sobre aquesta bogeria musical i quins han estat els seus efectes tant en els autors com en els seus protagonistes.
Resumo:
We present a method to detect patterns in defocused scenes by means of a joint transform correlator. We describe analytically the correlation plane, and we also introduce an original procedure to recognize the target by postprocessing the correlation plane. The performance of the methodology when the defocused images are corrupted by additive noise is also considered.
Resumo:
Real-world images are complex objects, difficult to describe but at the same time possessing a high degree of redundancy. A very recent study [1] on the statistical properties of natural images reveals that natural images can be viewed through different partitions which are essentially fractal in nature. One particular fractal component, related to the most singular (sharpest) transitions in the image, seems to be highly informative about the whole scene. In this paper we will show how to decompose the image into their fractal components.We will see that the most singular component is related to (but not coincident with) the edges of the objects present in the scenes. We will propose a new, simple method to reconstruct the image with information contained in that most informative component.We will see that the quality of the reconstruction is strongly dependent on the capability to extract the relevant edges in the determination of the most singular set.We will discuss the results from the perspective of coding, proposing this method as a starting point for future developments.
Resumo:
Naive scale invariance is not a true property of natural images. Natural monochrome images possess a much richer geometrical structure, which is particularly well described in terms of multiscaling relations. This means that the pixels of a given image can be decomposed into sets, the fractal components of the image, with well-defined scaling exponents [Turiel and Parga, Neural Comput. 12, 763 (2000)]. Here it is shown that hyperspectral representations of natural scenes also exhibit multiscaling properties, observing the same kind of behavior. A precise measure of the informational relevance of the fractal components is also given, and it is shown that there are important differences between the intrinsically redundant red-green-blue system and the decorrelated one defined in Ruderman, Cronin, and Chiao [J. Opt. Soc. Am. A 15, 2036 (1998)].
Resumo:
A partir de la complejidad argumental y temática de la película Eyes Wide Shut, dirigida por Stanley Kubrick, se presenta una propuesta interpretativa que analiza la relación entre el tema de la película, la trama narrativa y la novela en que se basa, Traumnovelle (Relato soñado), de Arthur Schnitzler. La estructura argumental se sostiene en un elemento temático específico, los impulsos sexuales de una pareja –y los sueños y las fantasías vinculados–, en una trama en la que se suceden episodios que representan estos impulsos. Las escenas proyectan las tendencias del inconsciente de los personajes (en sueños, en fantasías y también en situaciones dudosamente reales) de forma cada vez más intensa, hasta llegar al anticlímax de cotidianidad con que concluye la película.
Resumo:
This paper reviews the concept of presence in immersive virtual environments, the sense of being there signalled by people acting and responding realistically to virtual situations and events. We argue that presence is a unique phenomenon that must be distinguished from the degree of engagement, involvement in the portrayed environment. We argue that there are three necessary conditions for presence: the (a) consistent low latency sensorimotor loop between sensory data and proprioception; (b) statistical plausibility: images must be statistically plausible in relation to the probability distribution of images over natural scenes. A constraint on this plausibility is the level of immersion;(c) behaviour-response correlations: Presence may be enhanced and maintained over time by appropriate correlations between the state and behaviour of participants and responses within the environment, correlations that show appropriate responses to the activity of the participants. We conclude with a discussion of methods for assessing whether presence occurs, and in particular recommend the approach of comparison with ground truth and give some examples of this.
Resumo:
In robotics, having a 3D representation of the environment where a robot is working can be very useful. In real-life scenarios, this environment is constantly changing for example by human interaction, external agents or by the robot itself. Thus, the representation needs to be constantly updated and extended to account for these dynamic scene changes. In this work we face the problem of representing the scene where a robot is acting. Moreover, we ought to improve this representation by reusing the information obtained in previous scenes. Our goal is to build a method to represent a scene and to update it while changes are produced. In order to achieve that, different aspects of computer vision such as space representation or feature tracking are discussed
Resumo:
[spa]Los bozales y las muserolas en bronce para caballo constituyen unos excepcionales complementos ecuestres cuyo conocimiento se encuentra disperso en una extensa bibliografía. De muchos ejemplares apenas se ha publicado una breve descripción y nunca hasta el presente han sido objeto de un estudio monográfico, quizás por el desaliento que produce el desconocimiento de su procedencia en unos casos, o la superficial noticia del contexto de aparición en la mayoría de ellos, hecho que ha limitado las consideraciones cronológicas y de asociación. La identificación de nuevos ejemplares inéditos en los museos de Barcelona y Lleida ha animado a los autores a emprender un trabajo que por primera vez reúne y revisa los ejemplares conocidos de la Península Ibérica, para los que se propone una descripción normalizada, una clasificación tipológica y, en determinadas piezas, una sustancial revisión de las escenas decorativas y cronologías comúnmente admitidas. La seriación formal y la propuesta de datación implican la referencia de los ejemlares aparecidos en Grecia e Italia. Esa ampliación espacial conduce a replantear los agentes sociales que pueden estar detrás de la propagación de ese complemento ecuestre hasta la peninsua más occidental del Mediterráneo. [eng] Horse muzzles and Bronze muzzles are unique equestrian tools that have been referred to in scattered accounts throughout history. Nevertheless, the majority of these objects have received short descriptions and an overall study is still missing. The lack of a comprehensive study hinges on the over looked importance of these items and the superficial manner that have characterized their documentation. Both these reasons have limited observations on chronology and archaeological investigation. The recent identification of new unpublished exemplars among the Museums" collections in Barcelona and Lleida has encouraged the authors of this paper to start a new study dedicated to these objects. Starting from a catalogue inclusive of all muzzles and muzzles currently known in the Iberian Peninsula, an attempt will be made to propose an accurate description, typological classification and, for some of the items, a revision of the decorative scenes that have marked their place in bronze horse muzzle and muzzle chronology. The formal development and the chronological framework here proposed refer to those of the exemplars found in Greece and in Italy. The broadening of the geographical area will allow reconsideration of those social phenomena that have in the past determined the diffusion of elements in horse tack throughout most of the western Peninsula in the Mediterranean.