997 resultados para Vision par ordinateur


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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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Resumo: O objetivo desse estudo é apresentar o Programa Proambiente, que se afigura como inovadora política pública para a Amazônia, e contribuir para a formulação de procedimentos de avaliação de serviços ambientais em estabelecimentos rurais participantes do programa..

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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.

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This thesis describes Sonja, a system which uses instructions in the course of visually-guided activity. The thesis explores an integration of research in vision, activity, and natural language pragmatics. Sonja's visual system demonstrates the use of several intermediate visual processes, particularly visual search and routines, previously proposed on psychophysical grounds. The computations Sonja performs are compatible with the constraints imposed by neuroscientifically plausible hardware. Although Sonja can operate autonomously, it can also make flexible use of instructions provided by a human advisor. The system grounds its understanding of these instructions in perception and action.

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The Vision Flashes are informal working papers intended primarily to stimulate internal interaction among participants in the A.I. Laboratory's Vision and Robotics group. Many of them report highly tentative conclusions or incomplete work. Others deal with highly detailed accounts of local equipment and programs that lack general interest. Still others are of great importance, but lack the polish and elaborate attention to proper referencing that characterizes the more formal literature. Nevertheless, the Vision Flashes collectively represent the only documentation of an important fraction of the work done in machine vision and robotics. The purpose of this report is to make the findings more readily available, but since they are not revised as presented here, readers should keep in mind the original purpose of the papers!

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R. Zwiggelaar, Q. Yang, E. Garcia-Pardo and C.R. Bull, 'Using spectral information and machine vision for bruise detection on peaches and apricots', Journal of Agricultural Engineering Research 63 (4), 323-332 1996)

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Première edition revue, corrigée, et précédée d'une Préface à la Mosaïque, dans le plus nouveau goût.

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Dissertação apresentada à Universidade Fernando Pessoa como partes dos requisitos para a obtenção do grau de Mestre em Engenharia Informática, ramo de Computação Móvel