892 resultados para SIFT,Computer Vision,Python,Object Recognition,Feature Detection,Descriptor Computation
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Visual pigments, the molecules in photoreceptors that initiate the process of vision, are inherently dichroic, differentially absorbing light according to its axis of polarization. Many animals have taken advantage of this property to build receptor systems capable of analyzing the polarization of incoming light, as polarized light is abundant in natural scenes (commonly being produced by scattering or reflection). Such polarization sensitivity has long been associated with behavioral tasks like orientation or navigation. However, only recently have we become aware that it can be incorporated into a high-level visual perception akin to color vision, permitting segmentation of a viewed scene into regions that differ in their polarization. By analogy to color vision, we call this capacity polarization vision. It is apparently used for tasks like those that color vision specializes in: contrast enhancement, camouflage breaking, object recognition, and signal detection and discrimination. While color is very useful in terrestrial or shallow-water environments, it is an unreliable cue deeper in water due to the spectral modification of light as it travels through water of various depths or of varying optical quality. Here, polarization vision has special utility and consequently has evolved in numerous marine species, as well as at least one terrestrial animal. In this review, we consider recent findings concerning polarization vision and its significance in biological signaling.
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Computational Vision stands as the most comprehensive way of knowing the surrounding environment. Accordingly to that, this study aims to present a method to obtain from a common webcam, environment information to guide a mobile differential robot through a path similar to a roadway.
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Computational Vision stands as the most comprehensive way of knowing the surrounding environment. Accordingly to that, this study aims to present a method to obtain from a common webcam, environment information to guide a mobile differential robot through a path similar to a roadway.
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Mestrado em Engenharia Electrotécnica e de Computadores - Ramo de Sistemas Autónomos
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Hand gestures are a powerful way for human communication, with lots of potential applications in the area of human computer interaction. Vision-based hand gesture recognition techniques have many proven advantages compared with traditional devices, giving users a simpler and more natural way to communicate with electronic devices. This work proposes a generic system architecture based in computer vision and machine learning, able to be used with any interface for human-computer interaction. The proposed solution is mainly composed of three modules: a pre-processing and hand segmentation module, a static gesture interface module and a dynamic gesture interface module. The experiments showed that the core of visionbased interaction systems could be the same for all applications and thus facilitate the implementation. For hand posture recognition, a SVM (Support Vector Machine) model was trained and used, able to achieve a final accuracy of 99.4%. For dynamic gestures, an HMM (Hidden Markov Model) model was trained for each gesture that the system could recognize with a final average accuracy of 93.7%. The proposed solution as the advantage of being generic enough with the trained models able to work in real-time, allowing its application in a wide range of human-machine applications. To validate the proposed framework two applications were implemented. The first one is a real-time system able to interpret the Portuguese Sign Language. The second one is an online system able to help a robotic soccer game referee judge a game in real time.
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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
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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
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We propose a probabilistic object classifier for outdoor scene analysis as a first step in solving the problem of scene context generation. The method begins with a top-down control, which uses the previously learned models (appearance and absolute location) to obtain an initial pixel-level classification. This information provides us the core of objects, which is used to acquire a more accurate object model. Therefore, their growing by specific active regions allows us to obtain an accurate recognition of known regions. Next, a stage of general segmentation provides the segmentation of unknown regions by a bottom-strategy. Finally, the last stage tries to perform a region fusion of known and unknown segmented objects. The result is both a segmentation of the image and a recognition of each segment as a given object class or as an unknown segmented object. Furthermore, experimental results are shown and evaluated to prove the validity of our proposal
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The number of digital images has been increasing exponentially in the last few years. People have problems managing their image collections and finding a specific image. An automatic image categorization system could help them to manage images and find specific images. In this thesis, an unsupervised visual object categorization system was implemented to categorize a set of unknown images. The system is unsupervised, and hence, it does not need known images to train the system which needs to be manually obtained. Therefore, the number of possible categories and images can be huge. The system implemented in the thesis extracts local features from the images. These local features are used to build a codebook. The local features and the codebook are then used to generate a feature vector for an image. Images are categorized based on the feature vectors. The system is able to categorize any given set of images based on the visual appearance of the images. Images that have similar image regions are grouped together in the same category. Thus, for example, images which contain cars are assigned to the same cluster. The unsupervised visual object categorization system can be used in many situations, e.g., in an Internet search engine. The system can categorize images for a user, and the user can then easily find a specific type of image.
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Les tâches de vision artificielle telles que la reconnaissance d’objets demeurent irrésolues à ce jour. Les algorithmes d’apprentissage tels que les Réseaux de Neurones Artificiels (RNA), représentent une approche prometteuse permettant d’apprendre des caractéristiques utiles pour ces tâches. Ce processus d’optimisation est néanmoins difficile. Les réseaux profonds à base de Machine de Boltzmann Restreintes (RBM) ont récemment été proposés afin de guider l’extraction de représentations intermédiaires, grâce à un algorithme d’apprentissage non-supervisé. Ce mémoire présente, par l’entremise de trois articles, des contributions à ce domaine de recherche. Le premier article traite de la RBM convolutionelle. L’usage de champs réceptifs locaux ainsi que le regroupement d’unités cachées en couches partageant les même paramètres, réduit considérablement le nombre de paramètres à apprendre et engendre des détecteurs de caractéristiques locaux et équivariant aux translations. Ceci mène à des modèles ayant une meilleure vraisemblance, comparativement aux RBMs entraînées sur des segments d’images. Le deuxième article est motivé par des découvertes récentes en neurosciences. Il analyse l’impact d’unités quadratiques sur des tâches de classification visuelles, ainsi que celui d’une nouvelle fonction d’activation. Nous observons que les RNAs à base d’unités quadratiques utilisant la fonction softsign, donnent de meilleures performances de généralisation. Le dernière article quand à lui, offre une vision critique des algorithmes populaires d’entraînement de RBMs. Nous montrons que l’algorithme de Divergence Contrastive (CD) et la CD Persistente ne sont pas robustes : tous deux nécessitent une surface d’énergie relativement plate afin que leur chaîne négative puisse mixer. La PCD à "poids rapides" contourne ce problème en perturbant légèrement le modèle, cependant, ceci génère des échantillons bruités. L’usage de chaînes tempérées dans la phase négative est une façon robuste d’adresser ces problèmes et mène à de meilleurs modèles génératifs.
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Lors d'une intervention conversationnelle, le langage est supporté par une communication non-verbale qui joue un rôle central dans le comportement social humain en permettant de la rétroaction et en gérant la synchronisation, appuyant ainsi le contenu et la signification du discours. En effet, 55% du message est véhiculé par les expressions faciales, alors que seulement 7% est dû au message linguistique et 38% au paralangage. L'information concernant l'état émotionnel d'une personne est généralement inférée par les attributs faciaux. Cependant, on ne dispose pas vraiment d'instruments de mesure spécifiquement dédiés à ce type de comportements. En vision par ordinateur, on s'intéresse davantage au développement de systèmes d'analyse automatique des expressions faciales prototypiques pour les applications d'interaction homme-machine, d'analyse de vidéos de réunions, de sécurité, et même pour des applications cliniques. Dans la présente recherche, pour appréhender de tels indicateurs observables, nous essayons d'implanter un système capable de construire une source consistante et relativement exhaustive d'informations visuelles, lequel sera capable de distinguer sur un visage les traits et leurs déformations, permettant ainsi de reconnaître la présence ou absence d'une action faciale particulière. Une réflexion sur les techniques recensées nous a amené à explorer deux différentes approches. La première concerne l'aspect apparence dans lequel on se sert de l'orientation des gradients pour dégager une représentation dense des attributs faciaux. Hormis la représentation faciale, la principale difficulté d'un système, qui se veut être général, est la mise en œuvre d'un modèle générique indépendamment de l'identité de la personne, de la géométrie et de la taille des visages. La démarche qu'on propose repose sur l'élaboration d'un référentiel prototypique à partir d'un recalage par SIFT-flow dont on démontre, dans cette thèse, la supériorité par rapport à un alignement conventionnel utilisant la position des yeux. Dans une deuxième approche, on fait appel à un modèle géométrique à travers lequel les primitives faciales sont représentées par un filtrage de Gabor. Motivé par le fait que les expressions faciales sont non seulement ambigües et incohérentes d'une personne à une autre mais aussi dépendantes du contexte lui-même, à travers cette approche, on présente un système personnalisé de reconnaissance d'expressions faciales, dont la performance globale dépend directement de la performance du suivi d'un ensemble de points caractéristiques du visage. Ce suivi est effectué par une forme modifiée d'une technique d'estimation de disparité faisant intervenir la phase de Gabor. Dans cette thèse, on propose une redéfinition de la mesure de confiance et introduisons une procédure itérative et conditionnelle d'estimation du déplacement qui offrent un suivi plus robuste que les méthodes originales.
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Freehand sketching is both a natural and crucial part of design, yet is unsupported by current design automation software. We are working to combine the flexibility and ease of use of paper and pencil with the processing power of a computer to produce a design environment that feels as natural as paper, yet is considerably smarter. One of the most basic steps in accomplishing this is converting the original digitized pen strokes in the sketch into the intended geometric objects using feature point detection and approximation. We demonstrate how multiple sources of information can be combined for feature detection in strokes and apply this technique using two approaches to signal processing, one using simple average based thresholding and a second using scale space.
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To recognize a previously seen object, the visual system must overcome the variability in the object's appearance caused by factors such as illumination and pose. Developments in computer vision suggest that it may be possible to counter the influence of these factors, by learning to interpolate between stored views of the target object, taken under representative combinations of viewing conditions. Daily life situations, however, typically require categorization, rather than recognition, of objects. Due to the open-ended character both of natural kinds and of artificial categories, categorization cannot rely on interpolation between stored examples. Nonetheless, knowledge of several representative members, or prototypes, of each of the categories of interest can still provide the necessary computational substrate for the categorization of new instances. The resulting representational scheme based on similarities to prototypes appears to be computationally viable, and is readily mapped onto the mechanisms of biological vision revealed by recent psychophysical and physiological studies.
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We present a component-based approach for recognizing objects under large pose changes. From a set of training images of a given object we extract a large number of components which are clustered based on the similarity of their image features and their locations within the object image. The cluster centers build an initial set of component templates from which we select a subset for the final recognizer. In experiments we evaluate different sizes and types of components and three standard techniques for component selection. The component classifiers are finally compared to global classifiers on a database of four objects.
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Artifacts made by humans, such as items of furniture and houses, exhibit an enormous amount of variability in shape. In this paper, we concentrate on models of the shapes of objects that are made up of fixed collections of sub-parts whose dimensions and spatial arrangement exhibit variation. Our goals are: to learn these models from data and to use them for recognition. Our emphasis is on learning and recognition from three-dimensional data, to test the basic shape-modeling methodology. In this paper we also demonstrate how to use models learned in three dimensions for recognition of two-dimensional sketches of objects.