42 resultados para 3D object recognition


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The problem of deriving spatial relationships between objects in general requires high lever' abstract representation, and it would pose difficulties even for human observer. Based on a formalism for spatial layouts proposed earlier, we present methods for deducing spatial relations between objects by an active, sighted agent in a large-scale environment. The deduction of spatial relations is based on simple visual clues, and thus this technique is more feasible than schemes that rely on complex object recognition.

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Without the ability to foveate on and maintain foveation, active vision for applications such as surveillance, object recognition and object tracking are difficult to build. Although foveation in cartesian coordinates is being actively pursued by many, multi-resolution high accuracy foveation in log polar space has not been given much attention. This paper addresses the use of foveation to track a single object as well as multiple objects for a simulated space variant active vision system. Complex logarithmic mapping is chosen firstly because it provides high resolution and wide angle viewing. Secondly, the spatially variant structure of log polar space leads to an object increasing in size as it moves towards the fovea. This is important as we know which object is closer to the fovea at any instant in time.

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The problem of deriving spatial relationships between objects in general requires high level abstract representation, and it would pose difficulties even for human observer. Based on a formalism for spatial layouts proposed earlier [KiV92, VeK921, we present methods for deducing high level spatial relations between objects by an active, sighted agent in a large-scale environment. The deduction of spatial relations is based on simple visual clues, and thus this technique is more feasible than schemes that rely on complex object recognition.

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This paper proposes a novel general framework for line segment perception, which is motivated by a biological visual cortex, and requires no parameter tuning. In this framework, we design a model to approximate receptive fields of simple cells. More importantly, the structure of biological orientation columns is imitated by organizing artificial complex and hypercomplex cells with the same orientation into independent arrays. Besides, an interaction mechanism is implemented by a set of self-organization rules. Enlightened by the visual topological theory, the outputs of these artificial cells are integrated to generate line segments that can describe nonlocal structural information of images. Each line segment is evaluated quantitatively by its significance. The computation complexity is also analyzed. The proposed method is tested and compared to state-of-the-art algorithms on real images with complex scenes and strong noises. The experiments demonstrate that our method outperforms the existing methods in the balance between conciseness and completeness.

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How to recognize human action from videos captured by modern cameras efficiently and effectively is a challenge in real applications. Traditional methods which need professional analysts are facing a bottleneck because of their shortcomings. To cope with the disadvantage, methods based on computer vision techniques, without or with only a few human interventions, have been proposed to analyse human actions in videos automatically. This paper provides a method combining the three dimensional Scale Invariant Feature Transform (SIFT) detector and the Latent Dirichlet Allocation (LDA) model for human motion analysis. To represent videos effectively and robustly, we extract the 3D SIFT descriptor around each interest point, which is sampled densely from 3D Space-time video volumes. After obtaining the representation of each video frame, the LDA model is adopted to discover the underlying structure-the categorization of human actions in the collection of videos. Public available standard datasets are used to test our method. The concluding part discusses the research challenges and future directions.

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In this paper, we discuss an approach to localisation of a moving object in 3D space. The method used to track this object is angle only measurements obtained via radar elements strategically placed within the X, Y and Z planes. In addition, computer simulations are conducted to verify the theoretical assertions presented with respect to the application employing an Extended Kalman Filter.

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Selecting a set of features which is optimal for a given task is the problem which plays an important role in a wide variety of contexts including pattern recognition, images understanding and machine learning. The concept of reduction of the decision table based on the rough set is very useful for feature selection. In this paper, a genetic algorithm based approach is presented to search the relative reduct decision table of the rough set. This approach has the ability to accommodate multiple criteria such as accuracy and cost of classification into the feature selection process and finds the effective feature subset for texture classification . On the basis of the effective feature subset selected, this paper presents a method to extract the objects which are higher than their surroundings, such as trees or forest, in the color aerial images. The experiments results show that the feature subset selected and the method of the object extraction presented in this paper are practical and effective.

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Selecting a set of features which is optimal for a given task is a problem which plays an important role in a wide variety of contexts including pattern recognition, images understanding and machine learning. The paper describes an application of rough sets method to feature selection and reduction in texture images recognition. The proposed methods include continuous data discretization based on Kohonen neural network and maximum covariance, and rough set algorithms for feature selection and reduction. The experiments on trees extraction from aerial images show that the methods presented in this paper are practical and effective.

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What are educators‟ motivations for using virtual worlds with their students? Are they using them to support the teaching of professions and if this is the case, do they introduce virtual worlds into the curriculum to develop and/or expand students' professional learning networks? Are they using virtual worlds to transform their teaching and learning? In  recognition of the exciting opportunities that virtual worlds present for higher education, the DEHub Virtual Worlds Working Group was formed. It is made up of Australian university academics who are investigating the role that virtual worlds will play in the future of education and actively implementing the technology within their own teaching practice and  curricula. This paper presents a typology for teaching and learning in 3D virtual worlds and applies the typology to a series of case studies based on the ways in which academics and their institutions are exploiting the power of virtual worlds for diverse purposes ranging from business scenarios and virtual excursions to role-play, experimentation and language development. The case studies offer insight into the ways in which institutions are transforming their teaching for an unknown future through innovative teaching and learning in virtual worlds. The paper demonstrates how virtual worlds enable low cost alternatives to existing pedagogies as well as creating opportunities for rich, immersive and authentic activities that would otherwise not be feasible or maybe not even be possible. Through the use of virtual worlds, teaching and learning can be transformed to cater for an unknown future.

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In this paper, we propose a novel descriptor for shapes. The proposed descriptor is obtained from 3D spherical harmonics. The inadequacy of 2D spherical harmonics is addressed and the method to obtain 3D spherical harmonics is described. 3D spherical harmonics requires construction of a 3D model which implicitly represents rich features of objects. Spherical harmonics are used to obtain descriptors from the 3D models. The performance of the proposed method is compared against the CSS approach which is the MPEG-7 descriptor for shape contour. MPEG-7 dataset of shape contours, namely, CE-1 is used to perform the experiments. It is shown that the proposed method is effective.

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This paper describes a strategy for automatically converting fiction text into 3D animations. It assumes the existence of fiction text annotated with avatar, object, setting, transition and relation annotations, and presents a transformation process that converts annotated text into quantified constraint systems, the solutions to which are used in the population of 3D environments. Constraint solutions are valid over temporal intervals, ensuring that consistent dynamic behaviour is produced. A substantial level of automation is achieved, while providing opportunities for creative manual intervention in animation process. The process is demonstrated using annotated examples drawn from popular fiction text that are converted into animation sequences, confirming that the desired results can be achieved with only high-level human direction.

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This paper describes a strategy for automatically converting fiction text into 3D animations. It assumes the existence of fiction text annotated with avatar, object, setting, transition and relation annotations, and presents a transformation process that converts annotated text into quantified constraint systems, the solutions to which are used in the population of 3D environments. Constraint solutions are valid over temporal intervals, ensuring that consistent dynamic behaviour is produced. A substantial level of automation is achieved, while providing opportunities for creative manual intervention in animation process. The process is demonstrated using annotated examples drawn from popular fiction text that are converted into animation sequences, confirming that the desired results can be achieved with only highlevel human direction.

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This paper outlines a methodology to generate a distinctive object representation offline, using short-baseline stereo fundamentals to triangulate highly descriptive object features in multiple pairs of stereo images. A group of sparse 2.5D perspective views are built and the multiple views are then fused into a single sparse 3D model using a common 3D shape registration technique. Having prior knowledge, such as the proposed sparse feature model, is useful when detecting an object and estimating its pose for real-time systems like augmented reality.