999 resultados para vision


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This paper presents a novel architecture of vision chip for fast traffic lane detection (FTLD). The architecture consists of a 32*32 SIMD processing element (PE) array processor and a dual-core RISC processor. The PE array processor performs low-level pixel-parallel image processing at high speed and outputs image features for high-level image processing without I/O bottleneck. The dual-core processor carries out high-level image processing. A parallel fast lane detection algorithm for this architecture is developed. The FPGA system with a CMOS image sensor is used to implement the architecture. Experiment results show that the system can perform the fast traffic lane detection at 50fps rate. It is much faster than previous works and has good robustness that can operate in various intensity of light. The novel architecture of vision chip is able to meet the demand of real-time lane departure warning system.

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This paper presents a novel CMOS color pixel with a 2D metal-grating structure for real-time vision chips. It consists of an N-well/P-substrate diode without salicide and 2D metal-grating layers on the diode. The periods of the 2D metal structure are controlled to realize color filtering. We implemented sixteen kinds of the pixels with the different metal-grating structures in a standard 0.18 mu m CMOS process. The measured results demonstrate that the N-well/P-substrate diode without salicide and with the 2D metal-grating structures can serve as the high speed RGB color active pixel sensor for real-time vision chips well.

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D-vision系统(这里"D"有"Divide Screen"和"Duplex-Vision"双重含义)是一类基于PC机群的多投影虚拟现实系统(或简称多投影系统).给出D-vision系统中双手6自由度力觉交互的实现过程:在客户端协同控制两个力觉交互设备Spidar-G(Space Interface for Artificial Reality withGrip)实现双手协作交互,其次构造一个基于UDP的Socket类完成客户端和绘制服务器节点之间的通讯,传递跟踪球的位置、方向等信息;然后,通过分布绘制实现在大屏幕上无缝显示.最后实验结果表明:在D-vision系统中双手6自由度力觉交互是一种自然直观的人机交互方式.

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A portable 3D laser scanning system has been designed and built for robot vision. By tilting the charge coupled device (CCD) plane of portable 3D scanning system according to the Scheimpflug condition, the depth-of-view is successfully extended from less than 40 to 100 mm. Based on the tilted camera model, the traditional two-step camera calibration method is modified by introducing the angle factor. Meanwhile, a novel segmental calibration approach, i.e., dividing the whole work range into two parts and calibrating, respectively, with corresponding system parameters, is proposed to effectively improve the measurement accuracy of the large depth-of-view 3D laser scanner. In the process of 3D reconstruction, different calibration parameters are used to transform the 2D coordinates into 3D coordinates according to the different positions of the image in the CCD plane, and the measurement accuracy of 60 mu m is obtained experimentally. Finally, the experiment of scanning a lamina by the large depth-of-view portable 3D laser scanner used by an industrial robot IRB 4400 is also employed to demonstrate the effectiveness and high measurement accuracy of our scanning system. (C) 2007 Elsevier Ltd. All rights reserved.

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Behavioral and ventilatory parameters have the possibility of predicting the stress state of fish in vivo and in situ. This paper presents a new image-processing algorithm for quantifying the average swimming speed of a fish school in an aquarium. This method is based on the alteration in projected area caused by the movement of individual fish during frame sequences captured at given time intervals. The image enhancement method increases the contrast between fish and background, and is thus suitable for use in turbid aquaculture water. Behavioral parameters (swimming activity and distribution parameters) and changes in ventilation frequency (VF) of tilapia (Oreochromis niloticus) responded to acute fluctuations in dissolved oxygen (DO) which were monitored continuously in the course of normoxia, falling DO level, maintenance of hypoxia (three levels of 1.5, 0.8 and 0.3 mg l(-1)) and subsequent recovery to normoxia. These parameters responded sensitively to acute variations in DO level; they displayed significant changes (P < 0.05) during severe hypoxia (0.8 and 0.3 mg l(-1) level) compared with normoxic condition, but there was no significant difference under conditions of mild hypoxia (1.5 mg l(-1) level). There was no significant difference in VF between two levels of severe hypoxia 0.8 and 0.3 mg l(-1) level during the low DO condition. The activity and distribution parameters displayed distinguishable differences between the 0.8 and 0.3 mg l(-1) levels. The behavioral parameters are thus capable of distinguishing between different degrees of severe hypoxia, though there were relatively large fluctuations. (c) 2006 Elsevier B.V. All rights reserved.

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The amount of computation required to solve many early vision problems is prodigious, and so it has long been thought that systems that operate in a reasonable amount of time will only become feasible when parallel systems become available. Such systems now exist in digital form, but most are large and expensive. These machines constitute an invaluable test-bed for the development of new algorithms, but they can probably not be scaled down rapidly in both physical size and cost, despite continued advances in semiconductor technology and machine architecture. Simple analog networks can perform interesting computations, as has been known for a long time. We have reached the point where it is feasible to experiment with implementation of these ideas in VLSI form, particularly if we focus on networks composed of locally interconnected passive elements, linear amplifiers, and simple nonlinear components. While there have been excursions into the development of ideas in this area since the very beginnings of work on machine vision, much work remains to be done. Progress will depend on careful attention to matching of the capabilities of simple networks to the needs of early vision. Note that this is not at all intended to be anything like a review of the field, but merely a collection of some ideas that seem to be interesting.

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We review the progress made in computational vision, as represented by Marr's approach, in the last fifteen years. First, we briefly outline computational theories developed for low, middle and high-level vision. We then discuss in more detail solutions proposed to three representative problems in vision, each dealing with a different level of visual processing. Finally, we discuss modifications to the currently established computational paradigm that appear to be dictated by the recent developments in vision.

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Early and intermediate vision algorithms, such as smoothing and discontinuity detection, are often implemented on general-purpose serial, and more recently, parallel computers. Special-purpose hardware implementations of low-level vision algorithms may be needed to achieve real-time processing. This memo reviews and analyzes some hardware implementations of low-level vision algorithms. Two types of hardware implementations are considered: the digital signal processing chips of Ruetz (and Broderson) and the analog VLSI circuits of Carver Mead. The advantages and disadvantages of these two approaches for producing a general, real-time vision system are considered.

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Earlier, we introduced a direct method called fixation for the recovery of shape and motion in the general case. The method uses neither feature correspondence nor optical flow. Instead, it directly employs the spatiotemporal gradients of image brightness. This work reports the experimental results of applying some of our fixation algorithms to a sequence of real images where the motion is a combination of translation and rotation. These results show that parameters such as the fization patch size have crucial effects on the estimation of some motion parameters. Some of the critical issues involved in the implementaion of our autonomous motion vision system are also discussed here. Among those are the criteria for automatic choice of an optimum size for the fixation patch, and an appropriate location for the fixation point which result in good estimates for important motion parameters. Finally, a calibration method is described for identifying the real location of the rotation axis in imaging systems.

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This report documents the design and implementation of a binocular, foveated active vision system as part of the Cog project at the MIT Artificial Intelligence Laboratory. The active vision system features a three degree of freedom mechanical platform that supports four color cameras, a motion control system, and a parallel network of digital signal processors for image processing. To demonstrate the capabilities of the system, we present results from four sample visual-motor tasks.

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The utility of vision-based face tracking for dual pointing tasks is evaluated. We first describe a 3-D face tracking technique based on real-time parametric motion-stereo, which is non-invasive, robust, and self-initialized. The tracker provides a real-time estimate of a ?frontal face ray? whose intersection with the display surface plane is used as a second stream of input for scrolling or pointing, in paral-lel with hand input. We evaluated the performance of com-bined head/hand input on a box selection and coloring task: users selected boxes with one pointer and colors with a second pointer, or performed both tasks with a single pointer. We found that performance with head and one hand was intermediate between single hand performance and dual hand performance. Our results are consistent with previously reported dual hand conflict in symmetric pointing tasks, and suggest that a head-based input stream should be used for asymmetric control.

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A unique matching is a stated objective of most computational theories of stereo vision. This report describes situations where humans perceive a small number of surfaces carried by non-unique matching of random dot patterns, although a unique solution exists and is observed unambiguously in the perception of isolated features. We find both cases where non-unique matchings compete and suppress each other and cases where they are all perceived as transparent surfaces. The circumstances under which each behavior occurs are discussed and a possible explanation is sketched. It appears that matching reduces many false targets to a few, but may still yield multiple solutions in some cases through a (possibly different) process of surface interpolation.

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The development of increasingly sophisticated and powerful computers in the last few decades has frequently stimulated comparisons between them and the human brain. Such comparisons will become more earnest as computers are applied more and more to tasks formerly associated with essentially human activities and capabilities. The expectation of a coming generation of "intelligent" computers and robots with sensory, motor and even "intellectual" skills comparable in quality to (and quantitatively surpassing) our own is becoming more widespread and is, I believe, leading to a new and potentially productive analytical science of "information processing". In no field has this new approach been so precisely formulated and so thoroughly exemplified as in the field of vision. As the dominant sensory modality of man, vision is one of the major keys to our mastery of the environment, to our understanding and control of the objects which surround us. If we wish to created robots capable of performing complex manipulative tasks in a changing environment, we must surely endow them with (among other things) adequate visual powers. How can we set about designing such flexible and adaptive robots? In designing them, can we make use of our rapidly growing knowledge of the human brain, and if so, how at the same time, can our experiences in designing artificial vision systems help us to understand how the brain analyzes visual information?

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While navigating in an environment, a vision system has to be able to recognize where it is and what the main objects in the scene are. In this paper we present a context-based vision system for place and object recognition. The goal is to identify familiar locations (e.g., office 610, conference room 941, Main Street), to categorize new environments (office, corridor, street) and to use that information to provide contextual priors for object recognition (e.g., table, chair, car, computer). We present a low-dimensional global image representation that provides relevant information for place recognition and categorization, and how such contextual information introduces strong priors that simplify object recognition. We have trained the system to recognize over 60 locations (indoors and outdoors) and to suggest the presence and locations of more than 20 different object types. The algorithm has been integrated into a mobile system that provides real-time feedback to the user.

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We address mid-level vision for the recognition of non-rigid objects. We align model and image using frame curves - which are object or "figure/ground" skeletons. Frame curves are computed, without discontinuities, using Curved Inertia Frames, a provably global scheme implemented on the Connection Machine, based on: non-cartisean networks; a definition of curved axis of inertia; and a ridge detector. I present evidence against frame alignment in human perception. This suggests: frame curves have a role in figure/ground segregation and in fuzzy boundaries; their outside/near/top/ incoming regions are more salient; and that perception begins by setting a reference frame (prior to early vision), and proceeds by processing convex structures.