36,407 research outputs found
From 3D Point Clouds to Pose-Normalised Depth Maps
We consider the problem of generating either pairwise-aligned or pose-normalised depth maps from noisy 3D point clouds in a relatively unrestricted poses. Our system is deployed in a 3D face alignment application and consists of the following four stages: (i) data filtering, (ii) nose tip identification and sub-vertex localisation, (iii) computation of the (relative) face orientation, (iv) generation of either a pose aligned or a pose normalised depth map. We generate an implicit radial basis function (RBF) model of the facial surface and this is employed within all four stages of the process. For example, in stage (ii), construction of novel invariant features is based on sampling this RBF over a set of concentric spheres to give a spherically-sampled RBF (SSR) shape histogram. In stage (iii), a second novel descriptor, called an isoradius contour curvature signal, is defined, which allows rotational alignment to be determined using a simple process of 1D correlation. We test our system on both the University of York (UoY) 3D face dataset and the Face Recognition Grand Challenge (FRGC) 3D data. For the more challenging UoY data, our SSR descriptors significantly outperform three variants of spin images, successfully identifying nose vertices at a rate of 99.6%. Nose localisation performance on the higher quality FRGC data, which has only small pose variations, is 99.9%. Our best system successfully normalises the pose of 3D faces at rates of 99.1% (UoY data) and 99.6% (FRGC data)
Using basic image features for texture classification
Representing texture images statistically as histograms over a discrete vocabulary of local features has proven widely effective for texture classification tasks. Images are described locally by vectors of, for example, responses to some filter bank; and a visual vocabulary is defined as a partition of this descriptor-response space, typically based on clustering. In this paper, we investigate the performance of an approach which represents textures as histograms over a visual vocabulary which is defined geometrically, based on the Basic Image Features of Griffin and Lillholm (Proc. SPIE 6492(09):1-11, 2007), rather than by clustering. BIFs provide a natural mathematical quantisation of a filter-response space into qualitatively distinct types of local image structure. We also extend our approach to deal with intra-class variations in scale. Our algorithm is simple: there is no need for a pre-training step to learn a visual dictionary, as in methods based on clustering, and no tuning of parameters is required to deal with different datasets. We have tested our implementation on three popular and challenging texture datasets and find that it produces consistently good classification results on each, including what we believe to be the best reported for the KTH-TIPS and equal best reported for the UIUCTex databases
Local Communication Protocols for Learning Complex Swarm Behaviors with Deep Reinforcement Learning
Swarm systems constitute a challenging problem for reinforcement learning
(RL) as the algorithm needs to learn decentralized control policies that can
cope with limited local sensing and communication abilities of the agents.
While it is often difficult to directly define the behavior of the agents,
simple communication protocols can be defined more easily using prior knowledge
about the given task. In this paper, we propose a number of simple
communication protocols that can be exploited by deep reinforcement learning to
find decentralized control policies in a multi-robot swarm environment. The
protocols are based on histograms that encode the local neighborhood relations
of the agents and can also transmit task-specific information, such as the
shortest distance and direction to a desired target. In our framework, we use
an adaptation of Trust Region Policy Optimization to learn complex
collaborative tasks, such as formation building and building a communication
link. We evaluate our findings in a simulated 2D-physics environment, and
compare the implications of different communication protocols.Comment: 13 pages, 4 figures, version 2, accepted at ANTS 201
Deep Reinforcement Learning for Swarm Systems
Recently, deep reinforcement learning (RL) methods have been applied
successfully to multi-agent scenarios. Typically, these methods rely on a
concatenation of agent states to represent the information content required for
decentralized decision making. However, concatenation scales poorly to swarm
systems with a large number of homogeneous agents as it does not exploit the
fundamental properties inherent to these systems: (i) the agents in the swarm
are interchangeable and (ii) the exact number of agents in the swarm is
irrelevant. Therefore, we propose a new state representation for deep
multi-agent RL based on mean embeddings of distributions. We treat the agents
as samples of a distribution and use the empirical mean embedding as input for
a decentralized policy. We define different feature spaces of the mean
embedding using histograms, radial basis functions and a neural network learned
end-to-end. We evaluate the representation on two well known problems from the
swarm literature (rendezvous and pursuit evasion), in a globally and locally
observable setup. For the local setup we furthermore introduce simple
communication protocols. Of all approaches, the mean embedding representation
using neural network features enables the richest information exchange between
neighboring agents facilitating the development of more complex collective
strategies.Comment: 31 pages, 12 figures, version 3 (published in JMLR Volume 20
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