3,948 research outputs found

    Real-time Detection of Young Spruce Using Color and Texture Features on an Autonomous Forest Machine

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    Forest machines are manually operated machines that are efficient when operated by a professional. Point cleaning is a silvicultural task in which weeds are removed around a young spruce tree. To automate point cleaning, machine vision methods are used for identifying spruce trees. A texture analysis method based on the Radon and wavelet transforms is implemented for the task. Real-time GPU implementation of algorithms is programmed using CUDA framework. Compared to a single thread CPU implementation, our GPU implementation is between 18 to 80 times faster depending on the size of image blocks used. Color information is used in addition of texture and a location estimate of the tree is extracted from the detection result. The developed spruce detection system is used as a part of an autonomous point cleaning machine. To control the system, an integrated user interface is presented. It allows the operator to control, monitor and train the system online.Peer reviewe

    Proceedings of the 4th field robot event 2006, Stuttgart/Hohenheim, Germany, 23-24th June 2006

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    Zeer uitgebreid verslag van het 4e Fieldrobotevent, dat gehouden werd op 23 en 24 juni 2006 in Stuttgart/Hohenhei

    Real-time people tracking in a camera network

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    Visual tracking is a fundamental key to the recognition and analysis of human behaviour. In this thesis we present an approach to track several subjects using multiple cameras in real time. The tracking framework employs a numerical Bayesian estimator, also known as a particle lter, which has been developed for parallel implementation on a Graphics Processing Unit (GPU). In order to integrate multiple cameras into a single tracking unit we represent the human body by a parametric ellipsoid in a 3D world. The elliptical boundary can be projected rapidly, several hundred times per subject per frame, onto any image for comparison with the image data within a likelihood model. Adding variables to encode visibility and persistence into the state vector, we tackle the problems of distraction and short-period occlusion. However, subjects may also disappear for longer periods due to blind spots between cameras elds of view. To recognise a desired subject after such a long-period, we add coloured texture to the ellipsoid surface, which is learnt and retained during the tracking process. This texture signature improves the recall rate from 60% to 70-80% when compared to state only data association. Compared to a standard Central Processing Unit (CPU) implementation, there is a signi cant speed-up ratio

    Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.

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    © 2016 IEEE.Latency-the delay between a users action and the response to this action-is known to be detrimental to virtual reality. Latency is typically considered to be a discrete value characterising a delay, constant in time and space-but this characterisation is incomplete. Latency changes across the display during scan-out, and how it does so is dependent on the rendering approach used. In this study, we present an ultra-low latency real-time ray-casting renderer for virtual reality, implemented on an FPGA. Our renderer has a latency of 1 ms from tracker to pixel. Its frameless nature means that the region of the display with the lowest latency immediately follows the scan-beam. This is in contrast to frame-based systems such as those using typical GPUs, for which the latency increases as scan-out proceeds. Using a series of high and low speed videos of our system in use, we confirm its latency of 1 ms. We examine how the renderer performs when driving a traditional sequential scan-out display on a readily available HMO, the Oculus Rift OK2. We contrast this with an equivalent apparatus built using a GPU. Using captured human head motion and a set of image quality measures, we assess the ability of these systems to faithfully recreate the stimuli of an ideal virtual reality system-one with a zero latency tracker, renderer and display running at 1 kHz. Finally, we examine the results of these quality measures, and how each rendering approach is affected by velocity of movement and display persistence. We find that our system, with a lower average latency, can more faithfully draw what the ideal virtual reality system would. Further, we find that with low display persistence, the sensitivity to velocity of both systems is lowered, but that it is much lower for ours

    Real-Time Multi-Fisheye Camera Self-Localization and Egomotion Estimation in Complex Indoor Environments

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    In this work a real-time capable multi-fisheye camera self-localization and egomotion estimation framework is developed. The thesis covers all aspects ranging from omnidirectional camera calibration to the development of a complete multi-fisheye camera SLAM system based on a generic multi-camera bundle adjustment method

    Accelerated Object Tracking with Local Binary Features

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    Multi-object tracking is a problem with wide application in modern computing. Object tracking is leveraged in areas such as human computer interaction, autonomous vehicle navigation, panorama generation, as well as countless other robotic applications. Several trackers have demonstrated favorable results for tracking of single objects. However, modern object trackers must make significant tradeoffs in order to accommodate multiple objects while maintaining real-time performance. These tradeoffs include sacrifices in robustness and accuracy that adversely affect the results. This thesis details the design and multiple implementations of an object tracker that is focused on computational efficiency. The computational efficiency of the tracker is achieved through use of local binary descriptors in a template matching approach. Candidate templates are matched to a dictionary composed of both static and dynamic templates to allow for variation in the appearance of the object while minimizing the potential for drift in the tracker. Locality constraints have been used to reduce tracking jitter. Due to the significant promise for parallelization, the tracking algorithm was implemented on the Graphics Processing Unit (GPU) using the CUDA API. The tracker\u27s efficiency also led to its implantation on a mobile platform as one of the mobile trackers that can accurately track at faster than realtime speed. Benchmarks were performed to compare the proposed tracker to state of the art trackers on a wide range of standard test videos. The tracker implemented in this work has demonstrated a higher degree of accuracy while operating several orders of magnitude faster

    Monocular Camera Viewpoint-Invariant Vehicular Traffic Segmentation and Classification Utilizing Small Datasets

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    The work presented here develops a computer vision framework that is view angle independent for vehicle segmentation and classification from roadway traffic systems installed by the Virginia Department of Transportation (VDOT). An automated technique for extracting a region of interest is discussed to speed up the processing. The VDOT traffic videos are analyzed for vehicle segmentation using an improved robust low-rank matrix decomposition technique. It presents a new and effective thresholding method that improves segmentation accuracy and simultaneously speeds up the segmentation processing. Size and shape physical descriptors from morphological properties and textural features from the Histogram of Oriented Gradients (HOG) are extracted from the segmented traffic. Furthermore, a multi-class support vector machine classifier is employed to categorize different traffic vehicle types, including passenger cars, passenger trucks, motorcycles, buses, and small and large utility trucks. It handles multiple vehicle detections through an iterative k-means clustering over-segmentation process. The proposed algorithm reduced the processed data by an average of 40%. Compared to recent techniques, it showed an average improvement of 15% in segmentation accuracy, and it is 55% faster than the compared segmentation techniques on average. Moreover, a comparative analysis of 23 different deep learning architectures is presented. The resulting algorithm outperformed the compared deep learning algorithms for the quality of vehicle classification accuracy. Furthermore, the timing analysis showed that it could operate in real-time scenarios
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