4,293 research outputs found

    3D Surface Reconstruction of Noisy Point Clouds Using Growing Neural Gas: 3D Object/Scene Reconstruction

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    With the advent of low-cost 3D sensors and 3D printers, scene and object 3D surface reconstruction has become an important research topic in the last years. In this work, we propose an automatic (unsupervised) method for 3D surface reconstruction from raw unorganized point clouds acquired using low-cost 3D sensors. We have modified the growing neural gas network, which is a suitable model because of its flexibility, rapid adaptation and excellent quality of representation, to perform 3D surface reconstruction of different real-world objects and scenes. Some improvements have been made on the original algorithm considering colour and surface normal information of input data during the learning stage and creating complete triangular meshes instead of basic wire-frame representations. The proposed method is able to successfully create 3D faces online, whereas existing 3D reconstruction methods based on self-organizing maps required post-processing steps to close gaps and holes produced during the 3D reconstruction process. A set of quantitative and qualitative experiments were carried out to validate the proposed method. The method has been implemented and tested on real data, and has been found to be effective at reconstructing noisy point clouds obtained using low-cost 3D sensors.This work was partially funded by the Spanish Government DPI2013-40534-R Grant

    Evaluation of different chrominance models in the detection and reconstruction of faces and hands using the growing neural gas network

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    Physical traits such as the shape of the hand and face can be used for human recognition and identification in video surveillance systems and in biometric authentication smart card systems, as well as in personal health care. However, the accuracy of such systems suffers from illumination changes, unpredictability, and variability in appearance (e.g. occluded faces or hands, cluttered backgrounds, etc.). This work evaluates different statistical and chrominance models in different environments with increasingly cluttered backgrounds where changes in lighting are common and with no occlusions applied, in order to get a reliable neural network reconstruction of faces and hands, without taking into account the structural and temporal kinematics of the hands. First a statistical model is used for skin colour segmentation to roughly locate hands and faces. Then a neural network is used to reconstruct in 3D the hands and faces. For the filtering and the reconstruction we have used the growing neural gas algorithm which can preserve the topology of an object without restarting the learning process. Experiments conducted on our own database but also on four benchmark databases (Stirling’s, Alicante, Essex, and Stegmann’s) and on deaf individuals from normal 2D videos are freely available on the BSL signbank dataset. Results demonstrate the validity of our system to solve problems of face and hand segmentation and reconstruction under different environmental conditions

    3D model reconstruction using neural gas accelerated on GPU

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    In this work, we propose the use of the neural gas (NG), a neural network that uses an unsupervised Competitive Hebbian Learning (CHL) rule, to develop a reverse engineering process. This is a simple and accurate method to reconstruct objects from point clouds obtained from multiple overlapping views using low-cost sensors. In contrast to other methods that may need several stages that include downsampling, noise filtering and many other tasks, the NG automatically obtains the 3D model of the scanned objects. To demonstrate the validity of our proposal we tested our method with several models and performed a study of the neural network parameterization computing the quality of representation and also comparing results with other neural methods like growing neural gas and Kohonen maps or classical methods like Voxel Grid. We also reconstructed models acquired by low cost sensors that can be used in virtual and augmented reality environments for redesign or manipulation purposes. Since the NG algorithm has a strong computational cost we propose its acceleration. We have redesigned and implemented the NG learning algorithm to fit it onto Graphics Processing Units using CUDA. A speed-up of 180× faster is obtained compared to the sequential CPU version.This work was partially funded by the Spanish Government DPI2013-40534-R grant

    Fast 2D/3D object representation with growing neural gas

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    This work presents the design of a real-time system to model visual objects with the use of self-organising networks. The architecture of the system addresses multiple computer vision tasks such as image segmentation, optimal parameter estimation and object representation. We first develop a framework for building non-rigid shapes using the growth mechanism of the self-organising maps, and then we define an optimal number of nodes without overfitting or underfitting the network based on the knowledge obtained from information-theoretic considerations. We present experimental results for hands and faces, and we quantitatively evaluate the matching capabilities of the proposed method with the topographic product. The proposed method is easily extensible to 3D objects, as it offers similar features for efficient mesh reconstruction

    Performance Evaluation of a Statistical and a Neural Network Model for Nonrigid Shape-Based Registration

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    Shape-based registration methods frequently encounters in the domains of computer vision, image processing and medical imaging. The registration problem is to find an optimal transformation/mapping between sets of rigid or nonrigid objects and to automatically solve for correspondences. In this paper we present a comparison of two different probabilistic methods, the entropy and the growing neural gas network (GNG), as general feature-based registration algorithms. Using entropy shape modelling is performed by connecting the point sets with the highest probability of curvature information, while with GNG the points sets are connected using nearest-neighbour relationships derived from competitive hebbian learning. In order to compare performances we use different levels of shape deformation starting with a simple shape 2D MRI brain ventricles and moving to more complicated shapes like hands. Results both quantitatively and qualitatively are given for both sets

    GPUMLib: Deep Learning SOM Library for Surface Reconstruction

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    The evolution of 3D scanning devices and innovation in computer processing power and storage capacity has sparked the revolution of producing big point-cloud datasets. This phenomenon has becoming an integral part of the sophisticated building design process especially in the era of 4th Industrial Revolution. The big point-cloud datasets have caused complexity in handling surface reconstruction and visualization since existing algorithms are not so readily available. In this context, the surface reconstruction intelligent algorithms need to be revolutionized to deal with big point-cloud datasets in tandem with the advancement of hardware processing power and storage capacity. In this study, we propose GPUMLib – deep learning library for self-organizing map (SOM-DLLib) to solve problems involving big point-cloud datasets from 3D scanning devices. The SOM-DLLib consists of multiple layers for reducing and optimizing those big point cloud datasets. The findings show the final objects are successfully reconstructed with optimized neighborhood representation and the performance becomes better as the size of point clouds increases

    PAPR: Proximity Attention Point Rendering

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    Learning accurate and parsimonious point cloud representations of scene surfaces from scratch remains a challenge in 3D representation learning. Existing point-based methods often suffer from the vanishing gradient problem or require a large number of points to accurately model scene geometry and texture. To address these limitations, we propose Proximity Attention Point Rendering (PAPR), a novel method that consists of a point-based scene representation and a differentiable renderer. Our scene representation uses a point cloud where each point is characterized by its spatial position, foreground score, and view-independent feature vector. The renderer selects the relevant points for each ray and produces accurate colours using their associated features. PAPR effectively learns point cloud positions to represent the correct scene geometry, even when the initialization drastically differs from the target geometry. Notably, our method captures fine texture details while using only a parsimonious set of points. We also demonstrate four practical applications of our method: geometry editing, object manipulation, texture transfer, and exposure control. More results and code are available on our project website at https://zvict.github.io/papr/

    Modelling and tracking objects with a topology preserving self-organising neural network

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    Human gestures form an integral part in our everyday communication. We use gestures not only to reinforce meaning, but also to describe the shape of objects, to play games, and to communicate in noisy environments. Vision systems that exploit gestures are often limited by inaccuracies inherent in handcrafted models. These models are generated from a collection of training examples which requires segmentation and alignment. Segmentation in gesture recognition typically involves manual intervention, a time consuming process that is feasible only for a limited set of gestures. Ideally gesture models should be automatically acquired via a learning scheme that enables the acquisition of detailed behavioural knowledge only from topological and temporal observation. The research described in this thesis is motivated by a desire to provide a framework for the unsupervised acquisition and tracking of gesture models. In any learning framework, the initialisation of the shapes is very crucial. Hence, it would be beneficial to have a robust model not prone to noise that can automatically correspond the set of shapes. In the first part of this thesis, we develop a framework for building statistical 2D shape models by extracting, labelling and corresponding landmark points using only topological relations derived from competitive hebbian learning. The method is based on the assumption that correspondences can be addressed as an unsupervised classification problem where landmark points are the cluster centres (nodes) in a high-dimensional vector space. The approach is novel in that the network can be used in cases where the topological structure of the input pattern is not known a priori thus no topology of fixed dimensionality is imposed onto the network. In the second part, we propose an approach to minimise the user intervention in the adaptation process, which requires to specify a priori the number of nodes needed to represent an object, by utilising an automatic criterion for maximum node growth. Furthermore, this model is used to represent motion in image sequences by initialising a suitable segmentation that separates the object of interest from the background. The segmentation system takes into consideration some illumination tolerance, images as inputs from ordinary cameras and webcams, some low to medium cluttered background avoiding extremely cluttered backgrounds, and that the objects are at close range from the camera. In the final part, we extend the framework for the automatic modelling and unsupervised tracking of 2D hand gestures in a sequence of k frames. The aim is to use the tracked frames as training examples in order to build the model and maintain correspondences. To do that we add an active step to the Growing Neural Gas (GNG) network, which we call Active Growing Neural Gas (A-GNG) that takes into consideration not only the geometrical position of the nodes, but also the underlined local feature structure of the image, and the distance vector between successive images. The quality of our model is measured through the calculation of the topographic product. The topographic product is our topology preserving measure which quantifies the neighbourhood preservation. In our system we have applied specific restrictions in the velocity and the appearance of the gestures to simplify the difficulty of the motion analysis in the gesture representation. The proposed framework has been validated on applications related to sign language. The work has great potential in Virtual Reality (VR) applications where the learning and the representation of gestures becomes natural without the need of expensive wear cable sensors

    Evaluation of different chrominance models in the detection and reconstruction of faces and hands using the growing neural gas network

    Get PDF
    Physical traits such as the shape of the hand and face can be used for human recognition and identifcation in video surveillance systems and in biometric authentication smart card systems, as well as in personal health care. However, the accuracy of such systems sufers from illumination changes, unpredictability, and variability in appearance (e.g. occluded faces or hands, cluttered backgrounds, etc.). This work evaluates diferent statistical and chrominance models in diferent environments with increasingly cluttered backgrounds where changes in lighting are common and with no occlusions applied, in order to get a reliable neural network reconstruction of faces and hands, without taking into account the structural and temporal kinematics of the hands. First a statistical model is used for skin colour segmentation to roughly locate hands and faces. Then a neural network is used to reconstruct in 3D the hands and faces. For the fltering and the reconstruction we have used the growing neural gas algorithm which can preserve the topology of an object without restarting the learning process. Experiments conducted on our own database but also on four benchmark databases (Stirling’s, Alicante, Essex, and Stegmann’s) and on deaf individuals from normal 2D videos are freely available on the BSL signbank dataset. Results demonstrate the validity of our system to solve problems of face and hand segmentation and reconstruction under diferent environmental conditions
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