42 research outputs found

    A Methodology for Extracting Human Bodies from Still Images

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    Monitoring and surveillance of humans is one of the most prominent applications of today and it is expected to be part of many future aspects of our life, for safety reasons, assisted living and many others. Many efforts have been made towards automatic and robust solutions, but the general problem is very challenging and remains still open. In this PhD dissertation we examine the problem from many perspectives. First, we study the performance of a hardware architecture designed for large-scale surveillance systems. Then, we focus on the general problem of human activity recognition, present an extensive survey of methodologies that deal with this subject and propose a maturity metric to evaluate them. One of the numerous and most popular algorithms for image processing found in the field is image segmentation and we propose a blind metric to evaluate their results regarding the activity at local regions. Finally, we propose a fully automatic system for segmenting and extracting human bodies from challenging single images, which is the main contribution of the dissertation. Our methodology is a novel bottom-up approach relying mostly on anthropometric constraints and is facilitated by our research in the fields of face, skin and hands detection. Experimental results and comparison with state-of-the-art methodologies demonstrate the success of our approach

    Advances in 3D Generation: A Survey

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    Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.Comment: 33 pages, 12 figure

    Articulated human tracking and behavioural analysis in video sequences

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    Recently, there has been a dramatic growth of interest in the observation and tracking of human subjects through video sequences. Arguably, the principal impetus has come from the perceived demand for technological surveillance, however applications in entertainment, intelligent domiciles and medicine are also increasing. This thesis examines human articulated tracking and the classi cation of human movement, rst separately and then as a sequential process. First, this thesis considers the development and training of a 3D model of human body structure and dynamics. To process video sequences, an observation model is also designed with a multi-component likelihood based on edge, silhouette and colour. This is de ned on the articulated limbs, and visible from a single or multiple cameras, each of which may be calibrated from that sequence. Second, for behavioural analysis, we develop a methodology in which actions and activities are described by semantic labels generated from a Movement Cluster Model (MCM). Third, a Hierarchical Partitioned Particle Filter (HPPF) was developed for human tracking that allows multi-level parameter search consistent with the body structure. This tracker relies on the articulated motion prediction provided by the MCM at pose or limb level. Fourth, tracking and movement analysis are integrated to generate a probabilistic activity description with action labels. The implemented algorithms for tracking and behavioural analysis are tested extensively and independently against ground truth on human tracking and surveillance datasets. Dynamic models are shown to predict and generate synthetic motion, while MCM recovers both periodic and non-periodic activities, de ned either on the whole body or at the limb level. Tracking results are comparable with the state of the art, however the integrated behaviour analysis adds to the value of the approach.Overseas Research Students Awards Scheme (ORSAS

    Enhanced Learning Strategies for Tactile Shape Estimation and Grasp Planning of Unknown Objects

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    Grasping is one of the key capabilities for a robot operating and interacting with humans in a real environment. The conventional approaches require accurate information on both object shape and robotic system modeling. The performance, therefore, can be easily influenced by any noise sensor data or modeling errors. Moreover, identifying the shape of an unknown object under some vision-denied conditions is still a challenging problem in the robotics eld. To address this issue, this thesis investigates the estimation of unknown object shape using tactile exploration and the task-oriented grasp planning for a novel object using enhanced learning techniques. In order to rapidly estimate the shape of an unknown object, this thesis presents a novel multi- fidelity-based optimal sampling method which attempts to improve the existing shape estimation via tactile exploration. Gaussian process regression is used for implicit surface modeling with sequential sampling strategy. The main objective is to make the process of sample point selection more efficient and systematic such that the unknown shape can be estimated fast and accurately with highly limited sample points (e.g., less than 1% of number of data set for the true shape). Specifically, we propose to select the next best sample point based on two optimization criteria: 1) the mutual information (MI) for uncertainty reduction, and 2) the local curvature for fidelity enhancement. The combination of these two objectives leads to an optimal sampling process that balances between the exploration of the whole shape and the exploitation of the local area where the higher fidelity (or more sampling) is required. Simulation and experimental results successfully demonstrate the advantage of the proposed method in terms of estimation speed and accuracy over the conventional one, which allows us to reconstruct recognizable 3D shapes using only around optimally selected 0.4% of the original data set. With the available object shape, this thesis also introduces a knowledge-based approach to quickly generate a task-oriented grasp for a novel object. A comprehensive training dataset which consists of specific tasks and geometrical and physical knowledge of grasping is built up from physical experiment. To analyze and e fficiently utilize the training data, a multi-step clustering algorithm is developed based on a self-organizing map. A number of representative grasps are then selected from the entire training dataset and used to generate a suitable grasp for a novel object. The number of representative grasps is automatically determined using the proposed auto-growing method. In addition, to improve the accuracy and efficiency of the proposed clustering algorithm, we also develop a novel method to localize the initial centroids while capturing the outliers. The results of simulation illustrate that the proposed initialization method and the auto-growing method outperform some conventional approaches in terms of accuracy and efficiency. Furthermore, the proposed knowledge-based grasp planning is also validated on a real robot. The results demonstrate the effectiveness of this approach to generate task-oriented grasps for novel objects

    Neural Radiance Fields: Past, Present, and Future

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    The various aspects like modeling and interpreting 3D environments and surroundings have enticed humans to progress their research in 3D Computer Vision, Computer Graphics, and Machine Learning. An attempt made by Mildenhall et al in their paper about NeRFs (Neural Radiance Fields) led to a boom in Computer Graphics, Robotics, Computer Vision, and the possible scope of High-Resolution Low Storage Augmented Reality and Virtual Reality-based 3D models have gained traction from res with more than 1000 preprints related to NeRFs published. This paper serves as a bridge for people starting to study these fields by building on the basics of Mathematics, Geometry, Computer Vision, and Computer Graphics to the difficulties encountered in Implicit Representations at the intersection of all these disciplines. This survey provides the history of rendering, Implicit Learning, and NeRFs, the progression of research on NeRFs, and the potential applications and implications of NeRFs in today's world. In doing so, this survey categorizes all the NeRF-related research in terms of the datasets used, objective functions, applications solved, and evaluation criteria for these applications.Comment: 413 pages, 9 figures, 277 citation

    Detection of Social Events in Streams of Social Multimedia

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    Combining items from social media streams, such as Flickr photos and Twitter tweets, into meaningful groups can help users contextualise and consume more effectively the torrents of information continuously being made available on the social web. This task is made challenging due to the scale of the streams and the inherently multimodal nature of the information being contextualised.The problem of grouping social media items into meaningful groups can be seen as an ill-posed and application specific unsupervised clustering problem. A fundamental question in multimodal contexts is determining which features best signify that two items should belong to the same grouping.This paper presents a methodology which approaches social event detection as a streaming multi-modal clustering task. The methodology takes advantage of the temporal nature of social events and as a side benefit, allows for scaling to real-world datasets. Specific challenges of the social event detection task are addressed: the engineering and selection of the features used to compare items to one another; a feature fusion strategy that incorporates relative importance of features; the construction of a single sparse affinity matrix; and clustering techniques which produce meaningful item groups whilst scaling to cluster very large numbers of items.The state-of-the-art approach presented here is evaluated using the ReSEED dataset with standardised evaluation measures. With automatically learned feature weights, we achieve an F1 score of 0.94, showing that a good compromise between precision and recall of clusters can be achieved. In a comparison with other state-of-the-art algorithms our approach is shown to give the best results

    Introductory Computer Forensics

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    INTERPOL (International Police) built cybercrime programs to keep up with emerging cyber threats, and aims to coordinate and assist international operations for ?ghting crimes involving computers. Although signi?cant international efforts are being made in dealing with cybercrime and cyber-terrorism, ?nding effective, cooperative, and collaborative ways to deal with complicated cases that span multiple jurisdictions has proven dif?cult in practic

    Visual Analysis of Maya Glyphs via Crowdsourcing and Deep Learning

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    In this dissertation, we study visual analysis methods for complex ancient Maya writings. The unit sign of a Maya text is called glyph, and may have either semantic or syllabic significance. There are over 800 identified glyph categories, and over 1400 variations across these categories. To enable fast manipulation of data by scholars in Humanities, it is desirable to have automatic visual analysis tools such as glyph categorization, localization, and visualization. Analysis and recognition of glyphs are challenging problems. The same patterns may be observed in different signs but with different compositions. The inter-class variance can thus be significantly low. On the opposite, the intra-class variance can be high, as the visual variants within the same semantic category may differ to a large extent except for some patterns specific to the category. Another related challenge of Maya writings is the lack of a large dataset to study the glyph patterns. Consequently, we study local shape representations, both knowledge-driven and data-driven, over a set of frequent syllabic glyphs as well as other binary shapes, i.e. sketches. This comparative study indicates that a large data corpus and a deep network architecture are needed to learn data-driven representations that can capture the complex compositions of local patterns. To build a large glyph dataset in a short period of time, we study a crowdsourcing approach as an alternative to time-consuming data preparation of experts. Specifically, we work on individual glyph segmentation out of glyph-blocks from the three remaining codices (i.e. folded bark pages painted with a brush). With gradual steps in our crowdsourcing approach, we observe that providing supervision and careful task design are key aspects for non-experts to generate high-quality annotations. This way, we obtain a large dataset (over 9000) of individual Maya glyphs. We analyze this crowdsourced glyph dataset with both knowledge-driven and data-driven visual representations. First, we evaluate two competitive knowledge-driven representations, namely Histogram of Oriented Shape Context and Histogram of Oriented Gradients. Secondly, thanks to the large size of the crowdsourced dataset, we study visual representation learning with deep Convolutional Neural Networks. We adopt three data-driven approaches: assess- ing representations from pretrained networks, fine-tuning the last convolutional block of a pretrained network, and training a network from scratch. Finally, we investigate different glyph visualization tasks based on the studied representations. First, we explore the visual structure of several glyph corpora by applying a non-linear dimensionality reduction method, namely t-distributed Stochastic Neighborhood Embedding, Secondly, we propose a way to inspect the discriminative parts of individual glyphs according to the trained deep networks. For this purpose, we use the Gradient-weighted Class Activation Mapping method and highlight the network activations as a heatmap visualization over an input image. We assess whether the highlighted parts correspond to distinguishing parts of glyphs in a perceptual crowdsourcing study. Overall, this thesis presents a promising crowdsourcing approach, competitive data-driven visual representations, and interpretable visualization methods that can be applied to explore various other Digital Humanities datasets

    Gaze-Based Human-Robot Interaction by the Brunswick Model

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    We present a new paradigm for human-robot interaction based on social signal processing, and in particular on the Brunswick model. Originally, the Brunswick model copes with face-to-face dyadic interaction, assuming that the interactants are communicating through a continuous exchange of non verbal social signals, in addition to the spoken messages. Social signals have to be interpreted, thanks to a proper recognition phase that considers visual and audio information. The Brunswick model allows to quantitatively evaluate the quality of the interaction using statistical tools which measure how effective is the recognition phase. In this paper we cast this theory when one of the interactants is a robot; in this case, the recognition phase performed by the robot and the human have to be revised w.r.t. the original model. The model is applied to Berrick, a recent open-source low-cost robotic head platform, where the gazing is the social signal to be considered
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