3,343 research outputs found
Pose-Invariant 3D Face Alignment
Face alignment aims to estimate the locations of a set of landmarks for a
given image. This problem has received much attention as evidenced by the
recent advancement in both the methodology and performance. However, most of
the existing works neither explicitly handle face images with arbitrary poses,
nor perform large-scale experiments on non-frontal and profile face images. In
order to address these limitations, this paper proposes a novel face alignment
algorithm that estimates both 2D and 3D landmarks and their 2D visibilities for
a face image with an arbitrary pose. By integrating a 3D deformable model, a
cascaded coupled-regressor approach is designed to estimate both the camera
projection matrix and the 3D landmarks. Furthermore, the 3D model also allows
us to automatically estimate the 2D landmark visibilities via surface normals.
We gather a substantially larger collection of all-pose face images to evaluate
our algorithm and demonstrate superior performances than the state-of-the-art
methods
Occ3D: A Large-Scale 3D Occupancy Prediction Benchmark for Autonomous Driving
Robotic perception requires the modeling of both 3D geometry and semantics.
Existing methods typically focus on estimating 3D bounding boxes, neglecting
finer geometric details and struggling to handle general, out-of-vocabulary
objects. 3D occupancy prediction, which estimates the detailed occupancy states
and semantics of a scene, is an emerging task to overcome these limitations. To
support 3D occupancy prediction, we develop a label generation pipeline that
produces dense, visibility-aware labels for any given scene. This pipeline
comprises three stages: voxel densification, occlusion reasoning, and
image-guided voxel refinement. We establish two benchmarks, derived from the
Waymo Open Dataset and the nuScenes Dataset, namely Occ3D-Waymo and
Occ3D-nuScenes benchmarks. Furthermore, we provide an extensive analysis of the
proposed dataset with various baseline models. Lastly, we propose a new model,
dubbed Coarse-to-Fine Occupancy (CTF-Occ) network, which demonstrates superior
performance on the Occ3D benchmarks. The code, data, and benchmarks are
released at https://tsinghua-mars-lab.github.io/Occ3D/.Comment: Accepted to NeurIPS 202
Implicit 3D Orientation Learning for 6D Object Detection from RGB Images
We propose a real-time RGB-based pipeline for object detection and 6D pose
estimation. Our novel 3D orientation estimation is based on a variant of the
Denoising Autoencoder that is trained on simulated views of a 3D model using
Domain Randomization. This so-called Augmented Autoencoder has several
advantages over existing methods: It does not require real, pose-annotated
training data, generalizes to various test sensors and inherently handles
object and view symmetries. Instead of learning an explicit mapping from input
images to object poses, it provides an implicit representation of object
orientations defined by samples in a latent space. Our pipeline achieves
state-of-the-art performance on the T-LESS dataset both in the RGB and RGB-D
domain. We also evaluate on the LineMOD dataset where we can compete with other
synthetically trained approaches. We further increase performance by correcting
3D orientation estimates to account for perspective errors when the object
deviates from the image center and show extended results.Comment: Code available at: https://github.com/DLR-RM/AugmentedAutoencode
TRiPOD: Human Trajectory and Pose Dynamics Forecasting in the Wild
Joint forecasting of human trajectory and pose dynamics is a fundamental
building block of various applications ranging from robotics and autonomous
driving to surveillance systems. Predicting body dynamics requires capturing
subtle information embedded in the humans' interactions with each other and
with the objects present in the scene. In this paper, we propose a novel
TRajectory and POse Dynamics (nicknamed TRiPOD) method based on graph
attentional networks to model the human-human and human-object interactions
both in the input space and the output space (decoded future output). The model
is supplemented by a message passing interface over the graphs to fuse these
different levels of interactions efficiently. Furthermore, to incorporate a
real-world challenge, we propound to learn an indicator representing whether an
estimated body joint is visible/invisible at each frame, e.g. due to occlusion
or being outside the sensor field of view. Finally, we introduce a new
benchmark for this joint task based on two challenging datasets (PoseTrack and
3DPW) and propose evaluation metrics to measure the effectiveness of
predictions in the global space, even when there are invisible cases of joints.
Our evaluation shows that TRiPOD outperforms all prior work and
state-of-the-art specifically designed for each of the trajectory and pose
forecasting tasks
Faster data structures and graphics hardware techniques for high performance rendering
Computer generated imagery is used in a wide range of disciplines, each with different requirements. As an example, real-time applications such as computer games have completely different restrictions and demands than offline rendering of feature films. A game has to render quickly using only limited resources, yet present visually adequate images. Film and visual effects rendering may not have strict time requirements but are still required to render efficiently utilizing huge render systems with hundreds or even thousands of CPU cores. In real-time rendering, with limited time and hardware resources, it is always important to produce as high rendering quality as possible given the constraints available. The first paper in this thesis presents an analytical hardware model together with a feed-back system that guarantees the highest level of image quality subject to a limited time budget. As graphics processing units grow more powerful, power consumption becomes a critical issue. Smaller handheld devices have only a limited source of energy, their battery, and both small devices and high-end hardware are required to minimize energy consumption not to overheat. The second paper presents experiments and analysis which consider power usage across a range of real-time rendering algorithms and shadow algorithms executed on high-end, integrated and handheld hardware. Computing accurate reflections and refractions effects has long been considered available only in offline rendering where time isn’t a constraint. The third paper presents a hybrid approach, utilizing the speed of real-time rendering algorithms and hardware with the quality of offline methods to render high quality reflections and refractions in real-time. The fourth and fifth paper present improvements in construction time and quality of Bounding Volume Hierarchies (BVH). Building BVHs faster reduces rendering time in offline rendering and brings ray tracing a step closer towards a feasible real-time approach. Bonsai, presented in the fourth paper, constructs BVHs on CPUs faster than contemporary competing algorithms and produces BVHs of a very high quality. Following Bonsai, the fifth paper presents an algorithm that refines BVH construction by allowing triangles to be split. Although splitting triangles increases construction time, it generally allows for higher quality BVHs. The fifth paper introduces a triangle splitting BVH construction approach that builds BVHs with quality on a par with an earlier high quality splitting algorithm. However, the method presented in paper five is several times faster in construction time
View recommendation for multi-camera demonstration-based training
While humans can effortlessly pick a view from multiple streams, automatically choosing the best view is a challenge. Choosing the best view from multi-camera streams poses a problem regarding which objective metrics should be considered. Existing works on view selection lack consensus about which metrics should be considered to select the best view. The literature on view selection describes diverse possible metrics. And strategies such as information-theoretic, instructional design, or aesthetics-motivated fail to incorporate all approaches. In this work, we postulate a strategy incorporating information-theoretic and instructional design-based objective metrics to select the best view from a set of views. Traditionally, information-theoretic measures have been used to find the goodness of a view, such as in 3D rendering. We adapted a similar measure known as the viewpoint entropy for real-world 2D images. Additionally, we incorporated similarity penalization to get a more accurate measure of the entropy of a view, which is one of the metrics for the best view selection. Since the choice of the best view is domain-dependent, we chose demonstration-based training scenarios as our use case. The limitation of our chosen scenarios is that they do not include collaborative training and solely feature a single trainer. To incorporate instructional design considerations, we included the trainer’s body pose, face, face when instructing, and hands visibility as metrics. To incorporate domain knowledge we included predetermined regions’ visibility as another metric. All of those metrics are taken into account to produce a parameterized view recommendation approach for demonstration-based training. An online study using recorded multi-camera video streams from a simulation environment was used to validate those metrics. Furthermore, the responses from the online study were used to optimize the view recommendation performance with a normalized discounted cumulative gain (NDCG) value of 0.912, which shows good performance with respect to matching user choices
Scalable Real-Time Rendering for Extremely Complex 3D Environments Using Multiple GPUs
In 3D visualization, real-time rendering of high-quality meshes in complex 3D environments is still one of the major challenges in computer graphics. New data acquisition techniques like 3D modeling and scanning have drastically increased the requirement for more complex models and the demand for higher display resolutions in recent years. Most of the existing acceleration techniques using a single GPU for rendering suffer from the limited GPU memory budget, the time-consuming sequential executions, and the finite display resolution. Recently, people have started building commodity workstations with multiple GPUs and multiple displays. As a result, more GPU memory is available across a distributed cluster of GPUs, more computational power is provided throughout the combination of multiple GPUs, and a higher display resolution can be achieved by connecting each GPU to a display monitor (resulting in a tiled large display configuration). However, using a multi-GPU workstation may not always give the desired rendering performance due to the imbalanced rendering workloads among GPUs and overheads caused by inter-GPU communication.
In this dissertation, I contribute a multi-GPU multi-display parallel rendering approach for complex 3D environments. The approach has the capability to support a high-performance and high-quality rendering of static and dynamic 3D environments. A novel parallel load balancing algorithm is developed based on a screen partitioning strategy to dynamically balance the number of vertices and triangles rendered by each GPU. The overhead of inter-GPU communication is minimized by transferring only a small amount of image pixels rather than chunks of 3D primitives with a novel frame exchanging algorithm. The state-of-the-art parallel mesh simplification and GPU out-of-core techniques are integrated into the multi-GPU multi-display system to accelerate the rendering process
Features and Algorithms for Visual Parsing of Handwritten Mathematical Expressions
Math expressions are an essential part of scientific documents. Handwritten math expressions recognition can benefit human-computer interaction especially in the education domain and is a critical part of document recognition and analysis.
Parsing the spatial arrangement of symbols is an essential part of math expression recognition. A variety of parsing techniques have been developed during the past three decades, and fall into two groups. The first group is graph-based parsing. It selects a path or sub-graph which obeys some rule to form a possible interpretation for the given expression. The second group is grammar driven parsing. Grammars and related parameters are defined manually for different tasks. The time complexity of these two groups parsing is high, and they often impose some strict constraints to reduce the computation.
The aim of this thesis is working towards building a straightforward and effective parser with as few constraints as possible. First, we propose using a line of sight graph for representing the layout of strokes and symbols in math expressions. It achieves higher F-score than other graph representations and reduces search space for parsing. Second, we modify the shape context feature with Parzen window density estimation. This feature set works well for symbol segmentation, symbol classification and symbol layout analysis. We get a higher symbol segmentation F-score than other systems on CROHME 2014 dataset. Finally, we develop a Maximum Spanning Tree (MST) based parser using Edmonds\u27 algorithm, which extracts an MST from the directed line of sight graph in two passes: first symbols are segmented, and then symbols and spatial relationship are labeled. The time complexity of our MST-based parsing is lower than the time complexity of CYK parsing with context-free grammars. Also, our MST-based parsing obtains higher structure rate and expression rate than CYK parsing when symbol segmentation is accurate. Correct structure means we get the structure of the symbol layout tree correct, even though the label of the edge in the symbol layout tree might be wrong. The performance of our math expression recognition system with MST-based parsing is competitive on CROHME 2012 and 2014 datasets.
For future work, how to incorporate symbol classifier result and correct segmentation error in MST-based parsing needs more research
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