177,195 research outputs found
Reducing "Structure From Motion": a General Framework for Dynamic Vision - Part 1: Modeling
The literature on recursive estimation of structure and motion from monocular image sequences comprises a large number of different models and estimation techniques. We propose a framework that allows us to derive and compare all models by following the idea of dynamical system reduction.
The "natural" dynamic model, derived by the rigidity constraint and the perspective projection, is first reduced by explicitly decoupling structure (depth) from motion. Then implicit decoupling techniques are explored, which consist of imposing that some function of the unknown parameters is held constant. By appropriately choosing such a function, not only can we account for all models seen so far in the literature, but we can also derive novel ones
Ordered Statistics Vertex Extraction and Tracing Algorithm (OSVETA)
We propose an algorithm for identifying vertices from three dimensional (3D)
meshes that are most important for a geometric shape creation. Extracting such
a set of vertices from a 3D mesh is important in applications such as digital
watermarking, but also as a component of optimization and triangulation. In the
first step, the Ordered Statistics Vertex Extraction and Tracing Algorithm
(OSVETA) estimates precisely the local curvature, and most important
topological features of mesh geometry. Using the vertex geometric importance
ranking, the algorithm traces and extracts a vector of vertices, ordered by
decreasing index of importance.Comment: Accepted for publishing and Copyright transfered to Advances in
Electrical and Computer Engineering, November 23th 201
A Bayesian Approach to Manifold Topology Reconstruction
In this paper, we investigate the problem of statistical reconstruction of piecewise linear manifold topology. Given a noisy, probably undersampled point cloud from a one- or two-manifold, the algorithm reconstructs an approximated most likely mesh in a Bayesian sense from which the sample might have been taken. We incorporate statistical priors on the object geometry to improve the reconstruction quality if additional knowledge about the class of original shapes is available. The priors can be formulated analytically or learned from example geometry with known manifold tessellation. The statistical objective function is approximated by a linear programming / integer programming problem, for which a globally optimal solution is found. We apply the algorithm to a set of 2D and 3D reconstruction examples, demon-strating that a statistics-based manifold reconstruction is feasible, and still yields plausible results in situations where sampling conditions are violated
Search Efficient Binary Network Embedding
Traditional network embedding primarily focuses on learning a dense vector
representation for each node, which encodes network structure and/or node
content information, such that off-the-shelf machine learning algorithms can be
easily applied to the vector-format node representations for network analysis.
However, the learned dense vector representations are inefficient for
large-scale similarity search, which requires to find the nearest neighbor
measured by Euclidean distance in a continuous vector space. In this paper, we
propose a search efficient binary network embedding algorithm called BinaryNE
to learn a sparse binary code for each node, by simultaneously modeling node
context relations and node attribute relations through a three-layer neural
network. BinaryNE learns binary node representations efficiently through a
stochastic gradient descent based online learning algorithm. The learned binary
encoding not only reduces memory usage to represent each node, but also allows
fast bit-wise comparisons to support much quicker network node search compared
to Euclidean distance or other distance measures. Our experiments and
comparisons show that BinaryNE not only delivers more than 23 times faster
search speed, but also provides comparable or better search quality than
traditional continuous vector based network embedding methods
Optimized normal and distance matching for heterogeneous object modeling
This paper presents a new optimization methodology of material blending for heterogeneous object modeling by matching the material governing features for designing a heterogeneous object. The proposed method establishes point-to-point correspondence represented by a set of connecting lines between two material directrices. To blend the material features between the directrices, a heuristic optimization method developed with the objective is to maximize the sum of the inner products of the unit normals at the end points of the connecting lines and minimize the sum of the lengths of connecting lines. The geometric features with material information are matched to generate non-self-intersecting and non-twisted connecting surfaces. By subdividing the connecting lines into equal number of segments, a series of intermediate piecewise curves are generated to represent the material metamorphosis between the governing material features. Alternatively, a dynamic programming approach developed in our earlier work is presented for comparison purposes. Result and computational efficiency of the proposed heuristic method is also compared with earlier techniques in the literature. Computer interface implementation and illustrative examples are also presented in this paper
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