13,821 research outputs found
Learning Visual Attributes
We present a probabilistic generative model of visual attributes, together with an efficient learning algorithm. Attributes are visual qualities of objects, such as âredâ, âstripedâ, or âspottedâ. The model sees attributes as patterns of image segments, repeatedly sharing some characteristic properties. These can be any combination of appearance, shape, or the layout of segments within the pattern. Moreover, attributes with general appearance are taken into account, such as the pattern of alternation of any two colors which is characteristic for stripes. To enable learning from unsegmented training images, the model is learnt discriminatively, by optimizing a likelihood ratio. As demonstrated in the experimental evaluation, our model can learn in a weakly supervised setting and encompasses a broad range of attributes. We show that attributes can be learnt starting from a text query to Google image search, and can then be used to recognize the attribute and determine its spatial extent in novel real-world images.
Playing for Data: Ground Truth from Computer Games
Recent progress in computer vision has been driven by high-capacity models
trained on large datasets. Unfortunately, creating large datasets with
pixel-level labels has been extremely costly due to the amount of human effort
required. In this paper, we present an approach to rapidly creating
pixel-accurate semantic label maps for images extracted from modern computer
games. Although the source code and the internal operation of commercial games
are inaccessible, we show that associations between image patches can be
reconstructed from the communication between the game and the graphics
hardware. This enables rapid propagation of semantic labels within and across
images synthesized by the game, with no access to the source code or the
content. We validate the presented approach by producing dense pixel-level
semantic annotations for 25 thousand images synthesized by a photorealistic
open-world computer game. Experiments on semantic segmentation datasets show
that using the acquired data to supplement real-world images significantly
increases accuracy and that the acquired data enables reducing the amount of
hand-labeled real-world data: models trained with game data and just 1/3 of the
CamVid training set outperform models trained on the complete CamVid training
set.Comment: Accepted to the 14th European Conference on Computer Vision (ECCV
2016
Relative Facial Action Unit Detection
This paper presents a subject-independent facial action unit (AU) detection
method by introducing the concept of relative AU detection, for scenarios where
the neutral face is not provided. We propose a new classification objective
function which analyzes the temporal neighborhood of the current frame to
decide if the expression recently increased, decreased or showed no change.
This approach is a significant change from the conventional absolute method
which decides about AU classification using the current frame, without an
explicit comparison with its neighboring frames. Our proposed method improves
robustness to individual differences such as face scale and shape, age-related
wrinkles, and transitions among expressions (e.g., lower intensity of
expressions). Our experiments on three publicly available datasets (Extended
Cohn-Kanade (CK+), Bosphorus, and DISFA databases) show significant improvement
of our approach over conventional absolute techniques. Keywords: facial action
coding system (FACS); relative facial action unit detection; temporal
information;Comment: Accepted at IEEE Winter Conference on Applications of Computer
Vision, Steamboat Springs Colorado, USA, 201
A survey of exemplar-based texture synthesis
Exemplar-based texture synthesis is the process of generating, from an input
sample, new texture images of arbitrary size and which are perceptually
equivalent to the sample. The two main approaches are statistics-based methods
and patch re-arrangement methods. In the first class, a texture is
characterized by a statistical signature; then, a random sampling conditioned
to this signature produces genuinely different texture images. The second class
boils down to a clever "copy-paste" procedure, which stitches together large
regions of the sample. Hybrid methods try to combine ideas from both approaches
to avoid their hurdles. The recent approaches using convolutional neural
networks fit to this classification, some being statistical and others
performing patch re-arrangement in the feature space. They produce impressive
synthesis on various kinds of textures. Nevertheless, we found that most real
textures are organized at multiple scales, with global structures revealed at
coarse scales and highly varying details at finer ones. Thus, when confronted
with large natural images of textures the results of state-of-the-art methods
degrade rapidly, and the problem of modeling them remains wide open.Comment: v2: Added comments and typos fixes. New section added to describe
FRAME. New method presented: CNNMR
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