35 research outputs found

    Technique of fuzzy tuned stochastic scanpaths for robot vision

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    The real-time processing of frame sequences obtained from cameras mounted on autonomous mobile robots and vehicles is a computationally intensive task. This paper is a review of the work carried out so far in the development of a procedure using fuzzy-tuned stochastic 'scanpaths' for efficiently scanning images in a frame sequence. A concise explanation of using fuzzy-tuned stochastic scanpaths is given here followed by a summary of the experimental work that has been undertaken to date and results achieved. The results show how the technique can reliably locate objects in scene whilst examining only a fraction of the image surface, e.g. 5%. The paper concludes with a discussion on research insofar accomplished and proposes ideas for future work

    Texture and Colour in Image Analysis

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    Research in colour and texture has experienced major changes in the last few years. This book presents some recent advances in the field, specifically in the theory and applications of colour texture analysis. This volume also features benchmarks, comparative evaluations and reviews

    Image synthesis based on a model of human vision

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    Modern computer graphics systems are able to construct renderings of such high quality that viewers are deceived into regarding the images as coming from a photographic source. Large amounts of computing resources are expended in this rendering process, using complex mathematical models of lighting and shading. However, psychophysical experiments have revealed that viewers only regard certain informative regions within a presented image. Furthermore, it has been shown that these visually important regions contain low-level visual feature differences that attract the attention of the viewer. This thesis will present a new approach to image synthesis that exploits these experimental findings by modulating the spatial quality of image regions by their visual importance. Efficiency gains are therefore reaped, without sacrificing much of the perceived quality of the image. Two tasks must be undertaken to achieve this goal. Firstly, the design of an appropriate region-based model of visual importance, and secondly, the modification of progressive rendering techniques to effect an importance-based rendering approach. A rule-based fuzzy logic model is presented that computes, using spatial feature differences, the relative visual importance of regions in an image. This model improves upon previous work by incorporating threshold effects induced by global feature difference distributions and by using texture concentration measures. A modified approach to progressive ray-tracing is also presented. This new approach uses the visual importance model to guide the progressive refinement of an image. In addition, this concept of visual importance has been incorporated into supersampling, texture mapping and computer animation techniques. Experimental results are presented, illustrating the efficiency gains reaped from using this method of progressive rendering. This visual importance-based rendering approach is expected to have applications in the entertainment industry, where image fidelity may be sacrificed for efficiency purposes, as long as the overall visual impression of the scene is maintained. Different aspects of the approach should find many other applications in image compression, image retrieval, progressive data transmission and active robotic vision

    A computational model of visual attention.

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    Visual attention is a process by which the Human Visual System (HVS) selects most important information from a scene. Visual attention models are computational or mathematical models developed to predict this information. The performance of the state-of-the-art visual attention models is limited in terms of prediction accuracy and computational complexity. In spite of significant amount of active research in this area, modelling visual attention is still an open research challenge. This thesis proposes a novel computational model of visual attention that achieves higher prediction accuracy with low computational complexity. A new bottom-up visual attention model based on in-focus regions is proposed. To develop the model, an image dataset is created by capturing images with in-focus and out-of-focus regions. The Discrete Cosine Transform (DCT) spectrum of these images is investigated qualitatively and quantitatively to discover the key frequency coefficients that correspond to the in-focus regions. The model detects these key coefficients by formulating a novel relation between the in-focus and out-of-focus regions in the frequency domain. These frequency coefficients are used to detect the salient in-focus regions. The simulation results show that this attention model achieves good prediction accuracy with low complexity. The prediction accuracy of the proposed in-focus visual attention model is further improved by incorporating sensitivity of the HVS towards the image centre and the human faces. Moreover, the computational complexity is further reduced by using Integer Cosine Transform (ICT). The model is parameter tuned using the hill climbing approach to optimise the accuracy. The performance has been analysed qualitatively and quantitatively using two large image datasets with eye tracking fixation ground truth. The results show that the model achieves higher prediction accuracy with a lower computational complexity compared to the state-of-the-art visual attention models. The proposed model is useful in predicting human fixations in computationally constrained environments. Mainly it is useful in applications such as perceptual video coding, image quality assessment, object recognition and image segmentation

    Computational Modelling of Information Gathering

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    This thesis describes computational modelling of information gathering behaviour under active inference – a framework for describing Bayes optimal behaviour. Under active inference perception, attention and action all serve for same purpose: minimising variational free energy. Variational free energy is an upper bound on surprise and minimising it maximises an agent’s evidence for its survival. An agent achieves this by acquiring information (resolving uncertainty) about the hidden states of the world and uses the acquired information to act on the outcomes it prefers. In this work I placed special emphasis on the resolution of uncertainty about the states of the world. I first created a visual search task called scene construction task. In this task one needs to accumulate evidence for competing hypotheses (different visual scenes) through sequential sampling of a visual scene and categorising it once there is sufficient evidence. I showed that a computational agent attends to the most salient (epistemically valuable) locations in this task. In the next, this task was performed by healthy humans. Healthy people’s exploration strategies provided evidence for uncertainty driven exploration. I also showed how different exploratory behaviours can be characterised using canonical correlation analysis. In the next study I showed how exploration of a visual scene under different instructions could be explained by appealing to the computational mechanisms that may correspond to attention. This entailed manipulating the precision of task irrelevant cues and their hidden causes as a function of instructions. In the final work, I was interested in characterising impulsive behaviour using a patch leaving paradigm. By varying the parameters of the MDP model, I showed that there could be at least three distinct causes of impulsive behaviour, namely a lower depth of planning, a lower capacity to maintain and process information, and an increased perceived value of immediate rewards

    Indexing Techniques for Image and Video Databases: an approach based on Animate Vision Paradigm

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    [ITALIANO]In questo lavoro di tesi vengono presentate e discusse delle innovative tecniche di indicizzazione per database video e di immagini basate sul paradigma della “Animate Vision” (Visione Animata). Da un lato, sarà mostrato come utilizzando, quali algoritmi di analisi di una data immagine, alcuni meccanismi di visione biologica, come i movimenti saccadici e le fissazioni dell'occhio umano, sia possibile ottenere un query processing in database di immagini più efficace ed efficiente. In particolare, verranno discussi, la metodologia grazie alla quale risulta possibile generare due sequenze di fissazioni, a partire rispettivamente, da un'immagine di query I_q ed una di test I_t del data set, e, come confrontare tali sequenze al fine di determinare una possibile misura della similarità (consistenza) tra le due immagini. Contemporaneamente, verrà discusso come tale approccio unito a tecniche classiche di clustering possa essere usato per scoprire le associazioni semantiche nascoste tra immagini, in termini di categorie, che, di contro, permettono un'automatica pre-classificazione (indicizzazione) delle immagini e possono essere usate per guidare e migliorare il processo di query. Saranno presentati, infine, dei risultati preliminari e l'approccio proposto sarà confrontato con le più recenti tecniche per il recupero di immagini descritte in letteratura. Dall'altro lato, sarà mostrato come utilizzando la precedente rappresentazione “foveata” di un'immagine, risulti possibile partizionare un video in shot. Più precisamente, il metodo per il rilevamento dei cambiamenti di shot si baserà sulla computazione, in ogni istante di tempo, della misura di consistenza tra le sequenze di fissazioni generate da un osservatore ideale che guarda il video. Lo schema proposto permette l'individuazione, attraverso l'utilizzo di un'unica tecnica anziché di più metodi dedicati, sia delle transizioni brusche sia di quelle graduali. Vengono infine mostrati i risultati ottenuti su varie tipologie di video e, come questi, validano l'approccio proposto. / [INGLESE]In this dissertation some novel indexing techniques for video and image database based on “Animate Vision” Paradigm are presented and discussed. From one hand, it will be shown how, by embedding within image inspection algorithms active mechanisms of biological vision such as saccadic eye movements and fixations, a more effective query processing in image database can be achieved. In particular, it will be discussed the way to generate two fixation sequences from a query image I_q and a test image I_t of the data set, respectively, and how to compare the two sequences in order to compute a possible similarity (consistency) measure between the two images. Meanwhile, it will be shown how the approach can be used with classical clustering techniques to discover and represent the hidden semantic associations among images, in terms of categories, which, in turn, allow an automatic pre-classification (indexing), and can be used to drive and improve the query processing. Eventually, preliminary results will be presented and the proposed approach compared with the most recent techniques for image retrieval described in the literature. From the other one, it will be discussed how by taking advantage of such foveated representation of an image, it is possible to partitioning of a video into shots. More precisely, the shot-change detection method will be based on the computation, at each time instant, of the consistency measure of the fixation sequences generated by an ideal observer looking at the video. The proposed scheme aims at detecting both abrupt and gradual transitions between shots using a single technique, rather than a set of dedicated methods. Results on videos of various content types are reported and validate the proposed approach

    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

    Computational principles for an autonomous active vision system

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    Vision research has uncovered computational principles that generalize across species and brain area. However, these biological mechanisms are not frequently implemented in computer vision algorithms. In this thesis, models suitable for application in computer vision were developed to address the benefits of two biologically-inspired computational principles: multi-scale sampling and active, space-variant, vision. The first model investigated the role of multi-scale sampling in motion integration. It is known that receptive fields of different spatial and temporal scales exist in the visual cortex; however, models addressing how this basic principle is exploited by species are sparse and do not adequately explain the data. The developed model showed that the solution to a classical problem in motion integration, the aperture problem, can be reframed as an emergent property of multi-scale sampling facilitated by fast, parallel, bi-directional connections at different spatial resolutions. Humans and most other mammals actively move their eyes to sample a scene (active vision); moreover, the resolution of detail in this sampling process is not uniform across spatial locations (space-variant). It is known that these eye-movements are not simply guided by image saliency, but are also influenced by factors such as spatial attention, scene layout, and task-relevance. However, it is seldom questioned how previous eye movements shape how one learns and recognizes an object in a continuously-learning system. To explore this question, a model (CogEye) was developed that integrates active, space-variant sampling with eye-movement selection (the where visual stream), and object recognition (the what visual stream). The model hypothesizes that a signal from the recognition system helps the where stream select fixation locations that best disambiguate object identity between competing alternatives. The third study used eye-tracking coupled with an object disambiguation psychophysics experiment to validate the second model, CogEye. While humans outperformed the model in recognition accuracy, when the model used information from the recognition pathway to help select future fixations, it was more similar to human eye movement patterns than when the model relied on image saliency alone. Taken together these results show that computational principles in the mammalian visual system can be used to improve computer vision models

    Biologically motivated keypoint detection for RGB-D data

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    With the emerging interest in active vision, computer vision researchers have been increasingly concerned with the mechanisms of attention. Therefore, several visual attention computational models inspired by the human visual system, have been developed, aiming at the detection of regions of interest in images. This thesis is focused on selective visual attention, which provides a mechanism for the brain to focus computational resources on an object at a time, guided by low-level image properties (Bottom-Up attention). The task of recognizing objects in different locations is achieved by focusing on different locations, one at a time. Given the computational requirements of the models proposed, the research in this area has been mainly of theoretical interest. More recently, psychologists, neurobiologists and engineers have developed cooperation's and this has resulted in considerable benefits. The first objective of this doctoral work is to bring together concepts and ideas from these different research areas, providing a study of the biological research on human visual system and a discussion of the interdisciplinary knowledge in this area, as well as the state-of-art on computational models of visual attention (bottom-up). Normally, the visual attention is referred by engineers as saliency: when people fix their look in a particular region of the image, that's because that region is salient. In this research work, saliency methods are presented based on their classification (biological plausible, computational or hybrid) and in a chronological order. A few salient structures can be used for applications like object registration, retrieval or data simplification, being possible to consider these few salient structures as keypoints when aiming at performing object recognition. Generally, object recognition algorithms use a large number of descriptors extracted in a dense set of points, which comes along with very high computational cost, preventing real-time processing. To avoid the problem of the computational complexity required, the features have to be extracted from a small set of points, usually called keypoints. The use of keypoint-based detectors allows the reduction of the processing time and the redundancy in the data. Local descriptors extracted from images have been extensively reported in the computer vision literature. Since there is a large set of keypoint detectors, this suggests the need of a comparative evaluation between them. In this way, we propose to do a description of 2D and 3D keypoint detectors, 3D descriptors and an evaluation of existing 3D keypoint detectors in a public available point cloud library with 3D real objects. The invariance of the 3D keypoint detectors was evaluated according to rotations, scale changes and translations. This evaluation reports the robustness of a particular detector for changes of point-of-view and the criteria used are the absolute and the relative repeatability rate. In our experiments, the method that achieved better repeatability rate was the ISS3D method. The analysis of the human visual system and saliency maps detectors with biological inspiration led to the idea of making an extension for a keypoint detector based on the color information in the retina. Such proposal produced a 2D keypoint detector inspired by the behavior of the early visual system. Our method is a color extension of the BIMP keypoint detector, where we include both color and intensity channels of an image: color information is included in a biological plausible way and multi-scale image features are combined into a single keypoints map. This detector is compared against state-of-art detectors and found particularly well-suited for tasks such as category and object recognition. The recognition process is performed by comparing the extracted 3D descriptors in the locations indicated by the keypoints after mapping the 2D keypoints locations to the 3D space. The evaluation allowed us to obtain the best pair keypoint detector/descriptor on a RGB-D object dataset. Using our keypoint detector and the SHOTCOLOR descriptor a good category recognition rate and object recognition rate were obtained, and it is with the PFHRGB descriptor that we obtain the best results. A 3D recognition system involves the choice of keypoint detector and descriptor. A new method for the detection of 3D keypoints on point clouds is presented and a benchmarking is performed between each pair of 3D keypoint detector and 3D descriptor to evaluate their performance on object and category recognition. These evaluations are done in a public database of real 3D objects. Our keypoint detector is inspired by the behavior and neural architecture of the primate visual system: the 3D keypoints are extracted based on a bottom-up 3D saliency map, which is a map that encodes the saliency of objects in the visual environment. The saliency map is determined by computing conspicuity maps (a combination across different modalities) of the orientation, intensity and color information, in a bottom-up and in a purely stimulusdriven manner. These three conspicuity maps are fused into a 3D saliency map and, finally, the focus of attention (or "keypoint location") is sequentially directed to the most salient points in this map. Inhibiting this location automatically allows the system to attend to the next most salient location. The main conclusions are: with a similar average number of keypoints, our 3D keypoint detector outperforms the other eight 3D keypoint detectors evaluated by achiving the best result in 32 of the evaluated metrics in the category and object recognition experiments, when the second best detector only obtained the best result in 8 of these metrics. The unique drawback is the computational time, since BIK-BUS is slower than the other detectors. Given that differences are big in terms of recognition performance, size and time requirements, the selection of the keypoint detector and descriptor has to be matched to the desired task and we give some directions to facilitate this choice. After proposing the 3D keypoint detector, the research focused on a robust detection and tracking method for 3D objects by using keypoint information in a particle filter. This method consists of three distinct steps: Segmentation, Tracking Initialization and Tracking. The segmentation is made to remove all the background information, reducing the number of points for further processing. In the initialization, we use a keypoint detector with biological inspiration. The information of the object that we want to follow is given by the extracted keypoints. The particle filter does the tracking of the keypoints, so with that we can predict where the keypoints will be in the next frame. In a recognition system, one of the problems is the computational cost of keypoint detectors with this we intend to solve this problem. The experiments with PFBIKTracking method are done indoors in an office/home environment, where personal robots are expected to operate. The Tracking Error evaluates the stability of the general tracking method. We also quantitatively evaluate this method using a "Tracking Error". Our evaluation is done by the computation of the keypoint and particle centroid. Comparing our system that the tracking method which exists in the Point Cloud Library, we archive better results, with a much smaller number of points and computational time. Our method is faster and more robust to occlusion when compared to the OpenniTracker.Com o interesse emergente na visão ativa, os investigadores de visão computacional têm estado cada vez mais preocupados com os mecanismos de atenção. Por isso, uma série de modelos computacionais de atenção visual, inspirado no sistema visual humano, têm sido desenvolvidos. Esses modelos têm como objetivo detetar regiões de interesse nas imagens. Esta tese está focada na atenção visual seletiva, que fornece um mecanismo para que o cérebro concentre os recursos computacionais num objeto de cada vez, guiado pelas propriedades de baixo nível da imagem (atenção Bottom-Up). A tarefa de reconhecimento de objetos em diferentes locais é conseguida através da concentração em diferentes locais, um de cada vez. Dados os requisitos computacionais dos modelos propostos, a investigação nesta área tem sido principalmente de interesse teórico. Mais recentemente, psicólogos, neurobiólogos e engenheiros desenvolveram cooperações e isso resultou em benefícios consideráveis. No início deste trabalho, o objetivo é reunir os conceitos e ideias a partir dessas diferentes áreas de investigação. Desta forma, é fornecido o estudo sobre a investigação da biologia do sistema visual humano e uma discussão sobre o conhecimento interdisciplinar da matéria, bem como um estado de arte dos modelos computacionais de atenção visual (bottom-up). Normalmente, a atenção visual é denominada pelos engenheiros como saliência, se as pessoas fixam o olhar numa determinada região da imagem é porque esta região é saliente. Neste trabalho de investigação, os métodos saliência são apresentados em função da sua classificação (biologicamente plausível, computacional ou híbrido) e numa ordem cronológica. Algumas estruturas salientes podem ser usadas, em vez do objeto todo, em aplicações tais como registo de objetos, recuperação ou simplificação de dados. É possível considerar estas poucas estruturas salientes como pontos-chave, com o objetivo de executar o reconhecimento de objetos. De um modo geral, os algoritmos de reconhecimento de objetos utilizam um grande número de descritores extraídos num denso conjunto de pontos. Com isso, estes têm um custo computacional muito elevado, impedindo que o processamento seja realizado em tempo real. A fim de evitar o problema da complexidade computacional requerido, as características devem ser extraídas a partir de um pequeno conjunto de pontos, geralmente chamados pontoschave. O uso de detetores de pontos-chave permite a redução do tempo de processamento e a quantidade de redundância dos dados. Os descritores locais extraídos a partir das imagens têm sido amplamente reportados na literatura de visão por computador. Uma vez que existe um grande conjunto de detetores de pontos-chave, sugere a necessidade de uma avaliação comparativa entre eles. Desta forma, propomos a fazer uma descrição dos detetores de pontos-chave 2D e 3D, dos descritores 3D e uma avaliação dos detetores de pontos-chave 3D existentes numa biblioteca de pública disponível e com objetos 3D reais. A invariância dos detetores de pontoschave 3D foi avaliada de acordo com variações nas rotações, mudanças de escala e translações. Essa avaliação retrata a robustez de um determinado detetor no que diz respeito às mudanças de ponto-de-vista e os critérios utilizados são as taxas de repetibilidade absoluta e relativa. Nas experiências realizadas, o método que apresentou melhor taxa de repetibilidade foi o método ISS3D. Com a análise do sistema visual humano e dos detetores de mapas de saliência com inspiração biológica, surgiu a ideia de se fazer uma extensão para um detetor de ponto-chave com base na informação de cor na retina. A proposta produziu um detetor de ponto-chave 2D inspirado pelo comportamento do sistema visual. O nosso método é uma extensão com base na cor do detetor de ponto-chave BIMP, onde se incluem os canais de cor e de intensidade de uma imagem. A informação de cor é incluída de forma biológica plausível e as características multi-escala da imagem são combinadas num único mapas de pontos-chave. Este detetor é comparado com os detetores de estado-da-arte e é particularmente adequado para tarefas como o reconhecimento de categorias e de objetos. O processo de reconhecimento é realizado comparando os descritores 3D extraídos nos locais indicados pelos pontos-chave. Para isso, as localizações do pontos-chave 2D têm de ser convertido para o espaço 3D. Isto foi possível porque o conjunto de dados usado contém a localização de cada ponto de no espaço 2D e 3D. A avaliação permitiu-nos obter o melhor par detetor de ponto-chave/descritor num RGB-D object dataset. Usando o nosso detetor de ponto-chave e o descritor SHOTCOLOR, obtemos uma noa taxa de reconhecimento de categorias e para o reconhecimento de objetos é com o descritor PFHRGB que obtemos os melhores resultados. Um sistema de reconhecimento 3D envolve a escolha de detetor de ponto-chave e descritor, por isso é apresentado um novo método para a deteção de pontos-chave em nuvens de pontos 3D e uma análise comparativa é realizada entre cada par de detetor de ponto-chave 3D e descritor 3D para avaliar o desempenho no reconhecimento de categorias e de objetos. Estas avaliações são feitas numa base de dados pública de objetos 3D reais. O nosso detetor de ponto-chave é inspirado no comportamento e na arquitetura neural do sistema visual dos primatas. Os pontos-chave 3D são extraídas com base num mapa de saliências 3D bottom-up, ou seja, um mapa que codifica a saliência dos objetos no ambiente visual. O mapa de saliência é determinada pelo cálculo dos mapas de conspicuidade (uma combinação entre diferentes modalidades) da orientação, intensidade e informações de cor de forma bottom-up e puramente orientada para o estímulo. Estes três mapas de conspicuidade são fundidos num mapa de saliência 3D e, finalmente, o foco de atenção (ou "localização do ponto-chave") está sequencialmente direcionado para os pontos mais salientes deste mapa. Inibir este local permite que o sistema automaticamente orientado para próximo local mais saliente. As principais conclusões são: com um número médio similar de pontos-chave, o nosso detetor de ponto-chave 3D supera os outros oito detetores de pontos-chave 3D avaliados, obtendo o melhor resultado em 32 das métricas avaliadas nas experiências do reconhecimento das categorias e dos objetos, quando o segundo melhor detetor obteve apenas o melhor resultado em 8 dessas métricas. A única desvantagem é o tempo computacional, uma vez que BIK-BUS é mais lento do que os outros detetores. Dado que existem grandes diferenças em termos de desempenho no reconhecimento, de tamanho e de tempo, a seleção do detetor de ponto-chave e descritor tem de ser interligada com a tarefa desejada e nós damos algumas orientações para facilitar esta escolha neste trabalho de investigação. Depois de propor um detetor de ponto-chave 3D, a investigação incidiu sobre um método robusto de deteção e tracking de objetos 3D usando as informações dos pontos-chave num filtro de partículas. Este método consiste em três etapas distintas: Segmentação, Inicialização do Tracking e Tracking. A segmentação é feita de modo a remover toda a informação de fundo, a fim de reduzir o número de pontos para processamento futuro. Na inicialização, usamos um detetor de ponto-chave com inspiração biológica. A informação do objeto que queremos seguir é dada pelos pontos-chave extraídos. O filtro de partículas faz o acompanhamento dos pontoschave, de modo a se poder prever onde os pontos-chave estarão no próximo frame. As experiências com método PFBIK-Tracking são feitas no interior, num ambiente de escritório/casa, onde se espera que robôs pessoais possam operar. Também avaliado quantitativamente este método utilizando um "Tracking Error". A avaliação passa pelo cálculo das centróides dos pontos-chave e das partículas. Comparando o nosso sistema com o método de tracking que existe na biblioteca usada no desenvolvimento, nós obtemos melhores resultados, com um número muito menor de pontos e custo computacional. O nosso método é mais rápido e mais robusto em termos de oclusão, quando comparado com o OpenniTracker
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