8,540 research outputs found

    High-speed Video from Asynchronous Camera Array

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    This paper presents a method for capturing high-speed video using an asynchronous camera array. Our method sequentially fires each sensor in a camera array with a small time offset and assembles captured frames into a high-speed video according to the time stamps. The resulting video, however, suffers from parallax jittering caused by the viewpoint difference among sensors in the camera array. To address this problem, we develop a dedicated novel view synthesis algorithm that transforms the video frames as if they were captured by a single reference sensor. Specifically, for any frame from a non-reference sensor, we find the two temporally neighboring frames captured by the reference sensor. Using these three frames, we render a new frame with the same time stamp as the non-reference frame but from the viewpoint of the reference sensor. Specifically, we segment these frames into super-pixels and then apply local content-preserving warping to warp them to form the new frame. We employ a multi-label Markov Random Field method to blend these warped frames. Our experiments show that our method can produce high-quality and high-speed video of a wide variety of scenes with large parallax, scene dynamics, and camera motion and outperforms several baseline and state-of-the-art approaches.Comment: 10 pages, 82 figures, Published at IEEE WACV 201

    Gesture Recognition Aplication based on Dynamic Time Warping (DTW) FOR Omni-Wheel Mobile Robot

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    This project presents of the movement of omni-wheel robot moves in the trajectory obtained from the gesture recognition system based on Dynamic Time Warping. Single camera is used as the input of the system, which is also a reference to the movement of the omni-wheel robot. Some systems for gesture recognition have been developed using various methods and different approaches. The movement of the omni-wheel robot using the method of Dynamic Time Wrapping (DTW) which has the advantage able to calculate the distance of two data vectors with different lengths. By using this method we can measure the similarity between two sequences at different times and speeds. Dynamic Time Warping to compare the two parameters at varying times and speeds. Application of DTW widely applied in video, audio, graphics, etc. Due to data that can be changed in a linear manner so that it can be analyzed with DTW. In short can find the most suitable value by minimizing the difference between two multidimensional signals that have been compressed. DTW method is expected to gesture recognition system to work optimally, have a high enough value of accuracy and processing time is realtime

    Opt: A Domain Specific Language for Non-linear Least Squares Optimization in Graphics and Imaging

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    Many graphics and vision problems can be expressed as non-linear least squares optimizations of objective functions over visual data, such as images and meshes. The mathematical descriptions of these functions are extremely concise, but their implementation in real code is tedious, especially when optimized for real-time performance on modern GPUs in interactive applications. In this work, we propose a new language, Opt (available under http://optlang.org), for writing these objective functions over image- or graph-structured unknowns concisely and at a high level. Our compiler automatically transforms these specifications into state-of-the-art GPU solvers based on Gauss-Newton or Levenberg-Marquardt methods. Opt can generate different variations of the solver, so users can easily explore tradeoffs in numerical precision, matrix-free methods, and solver approaches. In our results, we implement a variety of real-world graphics and vision applications. Their energy functions are expressible in tens of lines of code, and produce highly-optimized GPU solver implementations. These solver have performance competitive with the best published hand-tuned, application-specific GPU solvers, and orders of magnitude beyond a general-purpose auto-generated solver

    Geometric Cross-Modal Comparison of Heterogeneous Sensor Data

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    In this work, we address the problem of cross-modal comparison of aerial data streams. A variety of simulated automobile trajectories are sensed using two different modalities: full-motion video, and radio-frequency (RF) signals received by detectors at various locations. The information represented by the two modalities is compared using self-similarity matrices (SSMs) corresponding to time-ordered point clouds in feature spaces of each of these data sources; we note that these feature spaces can be of entirely different scale and dimensionality. Several metrics for comparing SSMs are explored, including a cutting-edge time-warping technique that can simultaneously handle local time warping and partial matches, while also controlling for the change in geometry between feature spaces of the two modalities. We note that this technique is quite general, and does not depend on the choice of modalities. In this particular setting, we demonstrate that the cross-modal distance between SSMs corresponding to the same trajectory type is smaller than the cross-modal distance between SSMs corresponding to distinct trajectory types, and we formalize this observation via precision-recall metrics in experiments. Finally, we comment on promising implications of these ideas for future integration into multiple-hypothesis tracking systems.Comment: 10 pages, 13 figures, Proceedings of IEEE Aeroconf 201

    A machine vision extension for the Ruby programming language

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    Dynamically typed scripting languages have become popular in recent years. Although interpreted languages allow for substantial reduction of software development time, they are often rejected due to performance concerns. In this paper we present an extension for the programming language Ruby, called HornetsEye, which facilitates the development of real-time machine vision algorithms within Ruby. Apart from providing integration of crucial libraries for input and output, HornetsEye provides fast native implementations (compiled code) for a generic set of array operators. Different array operators were compared with equivalent implementations in C++. Not only was it possible to achieve comparable real-time performance, but also to exceed the efficiency of the C++ implementation in several cases. Implementations of several algorithms were given to demonstrate how the array operators can be used to create concise implementations.</p

    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
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