999 resultados para Scene understanding


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Under the framework of the European Union Funded SAFEE project(1), this paper gives an overview of a novel monitoring and scene analysis system developed for use onboard aircraft in spatially constrained environments. The techniques discussed herein aim to warn on-board crew about pre-determined indicators of threat intent (such as running or shouting in the cabin), as elicited from industry and security experts. The subject matter experts believe that activities such as these are strong indicators of the beginnings of undesirable chains of events or scenarios, which should not be allowed to develop aboard aircraft. This project aimes to detect these scenarios and provide advice to the crew. These events may involve unruly passengers or be indicative of the precursors to terrorist threats. With a state of the art tracking system using homography intersections of motion images, and probability based Petri nets for scene understanding, the SAFEE behavioural analysis system automatically assesses the output from multiple intelligent sensors, and creates. recommendations that are presented to the crew using an integrated airborn user interface. Evaluation of the system is conducted within a full size aircraft mockup, and experimental results are presented, showing that the SAFEE system is well suited to monitoring people in confined environments, and that meaningful and instructive output regarding human actions can be derived from the sensor network within the cabin.

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We propose a novel framework for large-scale scene understanding in static camera surveillance. Our techniques combine fast rank-1 constrained robust PCA to compute the foreground, with non-parametric Bayesian models for inference. Clusters are extracted in foreground patterns using a joint multinomial+Gaussian Dirichlet process model (DPM). Since the multinomial distribution is normalized, the Gaussian mixture distinguishes between similar spatial patterns but different activity levels (eg. car vs bike). We propose a modification of the decayed MCMC technique for incremental inference, providing the ability to discover theoretically unlimited patterns in unbounded video streams. A promising by-product of our framework is online, abnormal activity detection. A benchmark video and two surveillance videos, with the longest being 140 hours long are used in our experiments. The patterns discovered are as informative as existing scene understanding algorithms. However, unlike existing work, we achieve near real-time execution and encouraging performance in abnormal activity detection.

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Feature vectors can be anything from simple surface normals to more complex feature descriptors. Feature extraction is important to solve various computer vision problems: e.g. registration, object recognition and scene understanding. Most of these techniques cannot be computed online due to their complexity and the context where they are applied. Therefore, computing these features in real-time for many points in the scene is impossible. In this work, a hardware-based implementation of 3D feature extraction and 3D object recognition is proposed to accelerate these methods and therefore the entire pipeline of RGBD based computer vision systems where such features are typically used. The use of a GPU as a general purpose processor can achieve considerable speed-ups compared with a CPU implementation. In this work, advantageous results are obtained using the GPU to accelerate the computation of a 3D descriptor based on the calculation of 3D semi-local surface patches of partial views. This allows descriptor computation at several points of a scene in real-time. Benefits of the accelerated descriptor have been demonstrated in object recognition tasks. Source code will be made publicly available as contribution to the Open Source Point Cloud Library.

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Thesis (Ph.D.)--University of Washington, 2016-06

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Situational awareness is achieved naturally by the human senses of sight and hearing in combination. Automatic scene understanding aims at replicating this human ability using microphones and cameras in cooperation. In this paper, audio and video signals are fused and integrated at different levels of semantic abstractions. We detect and track a speaker who is relatively unconstrained, i.e., free to move indoors within an area larger than the comparable reported work, which is usually limited to round table meetings. The system is relatively simple: consisting of just 4 microphone pairs and a single camera. Results show that the overall multimodal tracker is more reliable than single modality systems, tolerating large occlusions and cross-talk. System evaluation is performed on both single and multi-modality tracking. The performance improvement given by the audio–video integration and fusion is quantified in terms of tracking precision and accuracy as well as speaker diarisation error rate and precision–recall (recognition). Improvements vs. the closest works are evaluated: 56% sound source localisation computational cost over an audio only system, 8% speaker diarisation error rate over an audio only speaker recognition unit and 36% on the precision–recall metric over an audio–video dominant speaker recognition method.

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In this paper we present a convolutional neuralnetwork (CNN)-based model for human head pose estimation inlow-resolution multi-modal RGB-D data. We pose the problemas one of classification of human gazing direction. We furtherfine-tune a regressor based on the learned deep classifier. Next wecombine the two models (classification and regression) to estimateapproximate regression confidence. We present state-of-the-artresults in datasets that span the range of high-resolution humanrobot interaction (close up faces plus depth information) data tochallenging low resolution outdoor surveillance data. We buildupon our robust head-pose estimation and further introduce anew visual attention model to recover interaction with theenvironment. Using this probabilistic model, we show thatmany higher level scene understanding like human-human/sceneinteraction detection can be achieved. Our solution runs inreal-time on commercial hardware

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This thesis investigates interactive scene reconstruction and understanding using RGB-D data only. Indeed, we believe that depth cameras will still be in the near future a cheap and low-power 3D sensing alternative suitable for mobile devices too. Therefore, our contributions build on top of state-of-the-art approaches to achieve advances in three main challenging scenarios, namely mobile mapping, large scale surface reconstruction and semantic modeling. First, we will describe an effective approach dealing with Simultaneous Localization And Mapping (SLAM) on platforms with limited resources, such as a tablet device. Unlike previous methods, dense reconstruction is achieved by reprojection of RGB-D frames, while local consistency is maintained by deploying relative bundle adjustment principles. We will show quantitative results comparing our technique to the state-of-the-art as well as detailed reconstruction of various environments ranging from rooms to small apartments. Then, we will address large scale surface modeling from depth maps exploiting parallel GPU computing. We will develop a real-time camera tracking method based on the popular KinectFusion system and an online surface alignment technique capable of counteracting drift errors and closing small loops. We will show very high quality meshes outperforming existing methods on publicly available datasets as well as on data recorded with our RGB-D camera even in complete darkness. Finally, we will move to our Semantic Bundle Adjustment framework to effectively combine object detection and SLAM in a unified system. Though the mathematical framework we will describe does not restrict to a particular sensing technology, in the experimental section we will refer, again, only to RGB-D sensing. We will discuss successful implementations of our algorithm showing the benefit of a joint object detection, camera tracking and environment mapping.

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The international focus on embracing daylighting for energy efficient lighting purposes and the corporate sector’s indulgence in the perception of workplace and work practice “transparency” has spurned an increase in highly glazed commercial buildings. This in turn has renewed issues of visual comfort and daylight-derived glare for occupants. In order to ascertain evidence, or predict risk, of these events; appraisals of these complex visual environments require detailed information on the luminances present in an occupant’s field of view. Conventional luminance meters are an expensive and time consuming method of achieving these results. To create a luminance map of an occupant’s visual field using such a meter requires too many individual measurements to be a practical measurement technique. The application of digital cameras as luminance measurement devices has solved this problem. With high dynamic range imaging, a single digital image can be created to provide luminances on a pixel-by-pixel level within the broad field of view afforded by a fish-eye lens: virtually replicating an occupant’s visual field and providing rapid yet detailed luminance information for the entire scene. With proper calibration, relatively inexpensive digital cameras can be successfully applied to the task of luminance measurements, placing them in the realm of tools that any lighting professional should own. This paper discusses how a digital camera can become a luminance measurement device and then presents an analysis of results obtained from post occupancy measurements from building assessments conducted by the Mobile Architecture Built Environment Laboratory (MABEL) project. This discussion leads to the important realisation that the placement of such tools in the hands of lighting professionals internationally will provide new opportunities for the lighting community in terms of research on critical issues in lighting such as daylight glare and visual quality and comfort.

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Those seeking to bring change to cultivars sold in the banana markets of the world have encountered major difficulties over the years. Change has been sought because of production difficulties caused by banana diseases such as Fusarium wilt or a desire to invigorate a stagnant market and obtain a competitive advantage by the introduction of diversity of product. Currently the world banana scene is dominated by cultivars from the Cavendish subgroup with their production in excess of 40% of total world production of banana and plantain combined, and in most western countries Cavendish is synonymous with banana. But Cavendish production usually necessitates very regular applications of pesticides, particularly fungicides for Mycosphaerella leaf spots control. So genetic resistance to these and other diseases would be very beneficial to minimizing costs of production, as well as reducing health risks to banana workers and the general population and minimizing impacts on the environment. In recent years, the overall market sales of some crops, such as tomatoes, have increased by providing diversity of cultivars to consumers. Can the same be done for banana? Perhaps a better understanding of how we have arrived at our current situation and the forces that have shaped our preference for Cavendish will allow us to plan more strategic crop improvement research which has enhanced chances of adoption by the banana industries of the world. A scoping study was recently undertaken in Australia to determine the current market opportunity for alternative cultivars and provide a roadmap for the industry to successfully develop this market. A multidisciplinary team reviewed the literature, surveyed the supply chain, analyzed gross margins and conducted consumer and sensory evaluations of 'new' cultivars. This has provided insight on why Cavendish dominates the market, which is the focus of this paper, and we believe will provide a solid foundation for future progress.

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Rapid judgments about the properties and spatial relations of objects are the crux of visually guided interaction with the world. Vision begins, however, with essentially pointwise representations of the scene, such as arrays of pixels or small edge fragments. For adequate time-performance in recognition, manipulation, navigation, and reasoning, the processes that extract meaningful entities from the pointwise representations must exploit parallelism. This report develops a framework for the fast extraction of scene entities, based on a simple, local model of parallel computation.sAn image chunk is a subset of an image that can act as a unit in the course of spatial analysis. A parallel preprocessing stage constructs a variety of simple chunks uniformly over the visual array. On the basis of these chunks, subsequent serial processes locate relevant scene components and assemble detailed descriptions of them rapidly. This thesis defines image chunks that facilitate the most potentially time-consuming operations of spatial analysis---boundary tracing, area coloring, and the selection of locations at which to apply detailed analysis. Fast parallel processes for computing these chunks from images, and chunk-based formulations of indexing, tracing, and coloring, are presented. These processes have been simulated and evaluated on the lisp machine and the connection machine.

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What are the characteristics of the process by which an intent is transformed into a plan and then a program? How is a program debugged? This paper analyzes these questions in the context of understanding simple turtle programs. To understand and debug a program, a description of its intent is required. For turtle programs, this is a model of the desired geometric picture. a picture language is provided for this purpose. Annotation is necessary for documenting the performance of a program in such a way that the system can examine the procedures behavior as well as consider hypothetical lines of development due to tentative debugging edits. A descriptive framework representing both causality and teleology is developed. To understand the relation between program and model, the plan must be known. The plan is a description of the methodology for accomplishing the model. Concepts are explicated for translating the global intent of a declarative model into the local imperative code of a program. Given the plan, model and program, the system can interpret the picture and recognize inconsistencies. The description of the discrepancies between the picture actually produced by the program and the intended scene is the input to a debugging system. Repair of the program is based on a combination of general debugging techniques and specific fixing knowledge associated with the geometric model primitives. In both the plan and repairing the bugs, the system exhibits an interesting style of analysis. It is capable of debugging itself and reformulating its analysis of a plan or bug in response to self-criticism. In this fashion, it can qualitatively reformulate its theory of the program or error to account for surprises or anomalies.

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The What-and-Where filter forms part of a neural network architecture for spatial mapping, object recognition, and image understanding. The Where fllter responds to an image figure that has been separated from its background. It generates a spatial map whose cell activations simultaneously represent the position, orientation, ancl size of all tbe figures in a scene (where they are). This spatial map may he used to direct spatially localized attention to these image features. A multiscale array of oriented detectors, followed by competitve and interpolative interactions between position, orientation, and size scales, is used to define the Where filter. This analysis discloses several issues that need to be dealt with by a spatial mapping system that is based upon oriented filters, such as the role of cliff filters with and without normalization, the double peak problem of maximum orientation across size scale, and the different self-similar interpolation properties across orientation than across size scale. Several computationally efficient Where filters are proposed. The Where filter rnay be used for parallel transformation of multiple image figures into invariant representations that are insensitive to the figures' original position, orientation, and size. These invariant figural representations form part of a system devoted to attentive object learning and recognition (what it is). Unlike some alternative models where serial search for a target occurs, a What and Where representation can he used to rapidly search in parallel for a desired target in a scene. Such a representation can also be used to learn multidimensional representations of objects and their spatial relationships for purposes of image understanding. The What-and-Where filter is inspired by neurobiological data showing that a Where processing stream in the cerebral cortex is used for attentive spatial localization and orientation, whereas a What processing stream is used for attentive object learning and recognition.

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A number of recent papers have brought suggestive evidence for an active role of Chlamydiales in the establishment of the plastid. Chlamydiales define a very ancient group of obligate intracellular bacterial pathogens that multiply in vesicles within eukaryotic phagotrophic host cells such as animals, amoebae or other protists, possibly including the hypothetical phagotroph that internalized the cyanobacterial ancestor of the plastid over a billion years ago. We briefly survey the case for an active role of these ancient pathogens in plastid endosymbiosis. We argue that a good understanding of the Chlamydiales infection cycle and diversity may help to shed light on the process of metabolic integration of the evolving plastid.

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This paper describes a system for the computer understanding of English. The system answers questions, executes commands, and accepts information in normal English dialog. It uses semantic information and context to understand discourse and to disambiguate sentences. It combines a complete syntactic analysis of each sentence with a "heuristic understander" which uses different kinds of information about a sentence, other parts of the discourse, and general information about the world in deciding what the sentence means. It is based on the belief that a computer cannot deal reasonably with language unless it can "understand" the subject it is discussing. The program is given a detailed model of the knowledge needed by a simple robot having only a hand and an eye. We can give it instructions to manipulate toy objects, interrogate it about the scene, and give it information it will use in deduction. In addition to knowing the properties of toy objects, the program has a simple model of its own mentality. It can remember and discuss its plans and actions as well as carry them out. It enters into a dialog with a person, responding to English sentences with actions and English replies, and asking for clarification when its heuristic programs cannot understand a sentence through use of context and physical knowledge.