812 research outputs found

    A novel method for computing motion discontinuity

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    A new method for computing Motion Discontinuity is proposed and implemented, based on the original Nakayama - Loomis model (1974). This model is biologically feasible and utilizes normal flow (available early in the primates biological visual system) instead optical flow

    Joint optimization of manifold learning and sparse representations for face and gesture analysis

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    Face and gesture understanding algorithms are powerful enablers in intelligent vision systems for surveillance, security, entertainment, and smart spaces. In the future, complex networks of sensors and cameras may disperse directions to lost tourists, perform directory lookups in the office lobby, or contact the proper authorities in case of an emergency. To be effective, these systems will need to embrace human subtleties while interacting with people in their natural conditions. Computer vision and machine learning techniques have recently become adept at solving face and gesture tasks using posed datasets in controlled conditions. However, spontaneous human behavior under unconstrained conditions, or in the wild, is more complex and is subject to considerable variability from one person to the next. Uncontrolled conditions such as lighting, resolution, noise, occlusions, pose, and temporal variations complicate the matter further. This thesis advances the field of face and gesture analysis by introducing a new machine learning framework based upon dimensionality reduction and sparse representations that is shown to be robust in posed as well as natural conditions. Dimensionality reduction methods take complex objects, such as facial images, and attempt to learn lower dimensional representations embedded in the higher dimensional data. These alternate feature spaces are computationally more efficient and often more discriminative. The performance of various dimensionality reduction methods on geometric and appearance based facial attributes are studied leading to robust facial pose and expression recognition models. The parsimonious nature of sparse representations (SR) has successfully been exploited for the development of highly accurate classifiers for various applications. Despite the successes of SR techniques, large dictionaries and high dimensional data can make these classifiers computationally demanding. Further, sparse classifiers are subject to the adverse effects of a phenomenon known as coefficient contamination, where for example variations in pose may affect identity and expression recognition. This thesis analyzes the interaction between dimensionality reduction and sparse representations to present a unified sparse representation classification framework that addresses both issues of computational complexity and coefficient contamination. Semi-supervised dimensionality reduction is shown to mitigate the coefficient contamination problems associated with SR classifiers. The combination of semi-supervised dimensionality reduction with SR systems forms the cornerstone for a new face and gesture framework called Manifold based Sparse Representations (MSR). MSR is shown to deliver state-of-the-art facial understanding capabilities. To demonstrate the applicability of MSR to new domains, MSR is expanded to include temporal dynamics. The joint optimization of dimensionality reduction and SRs for classification purposes is a relatively new field. The combination of both concepts into a single objective function produce a relation that is neither convex, nor directly solvable. This thesis studies this problem to introduce a new jointly optimized framework. This framework, termed LGE-KSVD, utilizes variants of Linear extension of Graph Embedding (LGE) along with modified K-SVD dictionary learning to jointly learn the dimensionality reduction matrix, sparse representation dictionary, sparse coefficients, and sparsity-based classifier. By injecting LGE concepts directly into the K-SVD learning procedure, this research removes the support constraints K-SVD imparts on dictionary element discovery. Results are shown for facial recognition, facial expression recognition, human activity analysis, and with the addition of a concept called active difference signatures, delivers robust gesture recognition from Kinect or similar depth cameras

    Region of Interest Generation for Pedestrian Detection using Stereo Vision

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    Pedestrian detection is an active research area in the field of computer vision. The sliding window paradigm is usually followed to extract all possible detector windows, however, it is very time consuming. Subsequently, stereo vision using a pair of camera is preferred to reduce the search space that includes the depth information. Disparity map generation using feature correspondence is an integral part and a prior task to depth estimation. In our work, we apply the ORB features to fasten the feature correspondence process. Once the ROI generation phase is over, the extracted detector window is represented by low level histogram of oriented gradient (HOG) features. Subsequently, Linear Support Vector Machine (SVM) is applied to classify them as either pedestrian or non-pedestrian. The experimental results reveal that ORB driven depth estimation is at least seven times faster than the SURF descriptor and ten times faster than the SIFT descriptor

    Algorithms for detection of objects in image sequences captured from an airborne imaging system

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    This research was initiated as a part of the effort at the NASA Ames Research Center to design a computer vision based system that can enhance the safety of navigation by aiding the pilots in detecting various obstacles on the runway during critical section of the flight such as a landing maneuver. The primary goal is the development of algorithms for detection of moving objects from a sequence of images obtained from an on-board video camera. Image regions corresponding to the independently moving objects are segmented from the background by applying constraint filtering on the optical flow computed from the initial few frames of the sequence. These detected regions are tracked over subsequent frames using a model based tracking algorithm. Position and velocity of the moving objects in the world coordinate is estimated using an extended Kalman filter. The algorithms are tested using the NASA line image sequence with six static trucks and a simulated moving truck and experimental results are described. Various limitations of the currently implemented version of the above algorithm are identified and possible solutions to build a practical working system are investigated

    Vision application of human robot interaction: Development of a ping pong playing robotic arm

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    Robotics is a science that is implemented parallel to human behavior. This work describes and implements techniques to mathematically model the game of ping pong played by the humans, and utilization of these methods in the design and development of a ping pong playing robotic arm as an application of robotic vision. Displaced frame difference (DFD) is used to segment the ball motion from background motion and parametric calibration of single CCD camera is utilized to track the ball in three dimensions. This visual information is temporally updated and further applied to guide a robot arm to hit the ball at a specified location in time. The results signify the system development based on single camera tracking and also demonstrate its working with self-sufficiency for the color of the ball. System latency is measured as a function of the camera interface, processor architecture, and robot motion. Various hardware and software parameters that influence the real time system performance are also discussed

    Technology for the Future: In-Space Technology Experiments Program, part 2

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    The purpose of the Office of Aeronautics and Space Technology (OAST) In-Space Technology Experiments Program In-STEP 1988 Workshop was to identify and prioritize technologies that are critical for future national space programs and require validation in the space environment, and review current NASA (In-Reach) and industry/ university (Out-Reach) experiments. A prioritized list of the critical technology needs was developed for the following eight disciplines: structures; environmental effects; power systems and thermal management; fluid management and propulsion systems; automation and robotics; sensors and information systems; in-space systems; and humans in space. This is part two of two parts and contains the critical technology presentations for the eight theme elements and a summary listing of critical space technology needs for each theme

    UAV based distributed automatic target detection algorithm under realistic simulated environmental effects

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    Over the past several years, the military has grown increasingly reliant upon the use of unattended aerial vehicles (UAVs) for surveillance missions. There is an increasing trend towards fielding swarms of UAVs operating as large-scale sensor networks in the air [1]. Such systems tend to be used primarily for the purpose of acquiring sensory data with the goal of automatic detection, identification, and tracking objects of interest. These trends have been paralleled by advances in both distributed detection [2], image/signal processing and data fusion techniques [3]. Furthermore, swarmed UAV systems must operate under severe constraints on environmental conditions and sensor limitations. In this work, we investigate the effects of environmental conditions on target detection performance in a UAV network. We assume that each UAV is equipped with an optical camera, and use a realistic computer simulation to generate synthetic images. The automatic target detector is a cascade of classifiers based on Haar-like features. The detector\u27s performance is evaluated using simulated images that closely mimic data acquired in a UAV network under realistic camera and environmental conditions. In order to improve automatic target detection (ATD) performance in a swarmed UAV system, we propose and design several fusion techniques both at the image and score level and analyze both the case of a single observation and the case of multiple observations of the same target

    Optimization techniques for computationally expensive rendering algorithms

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    Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesis, we will focus on rendering methods that require high amounts of computational resources. Our intention is to consider several conceptually different approaches capable of reducing these requirements with only limited implications in the quality of the results. The first part of this work will study rendering of time-­¿varying participating media. Examples of this type of matter are smoke, optically thick gases and any material that, unlike the vacuum, scatters and absorbs the light that travels through it. We will focus on a subset of algorithms that approximate realistic illumination using images of real world scenes. Starting from the traditional ray marching algorithm, we will suggest and implement different optimizations that will allow performing the computation at interactive frame rates. This thesis will also analyze two different aspects of the generation of anti-­¿aliased images. One targeted to the rendering of screen-­¿space anti-­¿aliased images and the reduction of the artifacts generated in rasterized lines and edges. We expect to describe an implementation that, working as a post process, it is efficient enough to be added to existing rendering pipelines with reduced performance impact. A third method will take advantage of the limitations of the human visual system (HVS) to reduce the resources required to render temporally antialiased images. While film and digital cameras naturally produce motion blur, rendering pipelines need to explicitly simulate it. This process is known to be one of the most important burdens for every rendering pipeline. Motivated by this, we plan to run a series of psychophysical experiments targeted at identifying groups of motion-­¿blurred images that are perceptually equivalent. A possible outcome is the proposal of criteria that may lead to reductions of the rendering budgets
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