22 research outputs found

    Learning Rank Reduced Interpolation with Principal Component Analysis

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    In computer vision most iterative optimization algorithms, both sparse and dense, rely on a coarse and reliable dense initialization to bootstrap their optimization procedure. For example, dense optical flow algorithms profit massively in speed and robustness if they are initialized well in the basin of convergence of the used loss function. The same holds true for methods as sparse feature tracking when initial flow or depth information for new features at arbitrary positions is needed. This makes it extremely important to have techniques at hand that allow to obtain from only very few available measurements a dense but still approximative sketch of a desired 2D structure (e.g. depth maps, optical flow, disparity maps, etc.). The 2D map is regarded as sample from a 2D random process. The method presented here exploits the complete information given by the principal component analysis (PCA) of that process, the principal basis and its prior distribution. The method is able to determine a dense reconstruction from sparse measurement. When facing situations with only very sparse measurements, typically the number of principal components is further reduced which results in a loss of expressiveness of the basis. We overcome this problem and inject prior knowledge in a maximum a posterior (MAP) approach. We test our approach on the KITTI and the virtual KITTI datasets and focus on the interpolation of depth maps for driving scenes. The evaluation of the results show good agreement to the ground truth and are clearly better than results of interpolation by the nearest neighbor method which disregards statistical information.Comment: Accepted at Intelligent Vehicles Symposium (IV), Los Angeles, USA, June 201

    Novel Aggregated Solutions for Robust Visual Tracking in Traffic Scenarios

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    This work proposes novel approaches for object tracking in challenging scenarios like severe occlusion, deteriorated vision and long range multi-object reidentification. All these solutions are only based on image sequence captured by a monocular camera and do not require additional sensors. Experiments on standard benchmarks demonstrate an improved state-of-the-art performance of these approaches. Since all the presented approaches are smartly designed, they can run at a real-time speed

    Interactive computer vision through the Web

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    Computer vision is the computational science aiming at reproducing and improving the ability of human vision to understand its environment. In this thesis, we focus on two fields of computer vision, namely image segmentation and visual odometry and we show the positive impact that interactive Web applications provide on each. The first part of this thesis focuses on image annotation and segmentation. We introduce the image annotation problem and challenges it brings for large, crowdsourced datasets. Many interactions have been explored in the literature to help segmentation algorithms. The most common consist in designating contours, bounding boxes around objects, or interior and exterior scribbles. When crowdsourcing, annotation tasks are delegated to a non-expert public, sometimes on cheaper devices such as tablets. In this context, we conducted a user study showing the advantages of the outlining interaction over scribbles and bounding boxes. Another challenge of crowdsourcing is the distribution medium. While evaluating an interaction in a small user study does not require complex setup, distributing an annotation campaign to thousands of potential users might differ. Thus we describe how the Elm programming language helped us build a reliable image annotation Web application. A highlights tour of its functionalities and architecture is provided, as well as a guide on how to deploy it to crowdsourcing services such as Amazon Mechanical Turk. The application is completely opensource and available online. In the second part of this thesis we present our open-source direct visual odometry library. In that endeavor, we provide an evaluation of other open-source RGB-D camera tracking algorithms and show that our approach performs as well as the currently available alternatives. The visual odometry problem relies on geometry tools and optimization techniques traditionally requiring much processing power to perform at realtime framerates. Since we aspire to run those algorithms directly in the browser, we review past and present technologies enabling high performance computations on the Web. In particular, we detail how to target a new standard called WebAssembly from the C++ and Rust programming languages. Our library has been started from scratch in the Rust programming language, which then allowed us to easily port it to WebAssembly. Thanks to this property, we are able to showcase a visual odometry Web application with multiple types of interactions available. A timeline enables one-dimensional navigation along the video sequence. Pairs of image points can be picked on two 2D thumbnails of the image sequence to realign cameras and correct drifts. Colors are also used to identify parts of the 3D point cloud, selectable to reinitialize camera positions. Combining those interactions enables improvements on the tracking and 3D point reconstruction results

    Bridging the gap between reconstruction and synthesis

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    Aplicat embargament des de la data de defensa fins el 15 de gener de 20223D reconstruction and image synthesis are two of the main pillars in computer vision. Early works focused on simple tasks such as multi-view reconstruction and texture synthesis. With the spur of Deep Learning, the field has rapidly progressed, making it possible to achieve more complex and high level tasks. For example, the 3D reconstruction results of traditional multi-view approaches are currently obtained with single view methods. Similarly, early pattern based texture synthesis works have resulted in techniques that allow generating novel high-resolution images. In this thesis we have developed a hierarchy of tools that cover all these range of problems, lying at the intersection of computer vision, graphics and machine learning. We tackle the problem of 3D reconstruction and synthesis in the wild. Importantly, we advocate for a paradigm in which not everything should be learned. Instead of applying Deep Learning naively we propose novel representations, layers and architectures that directly embed prior 3D geometric knowledge for the task of 3D reconstruction and synthesis. We apply these techniques to problems including scene/person reconstruction and photo-realistic rendering. We first address methods to reconstruct a scene and the clothed people in it while estimating the camera position. Then, we tackle image and video synthesis for clothed people in the wild. Finally, we bridge the gap between reconstruction and synthesis under the umbrella of a unique novel formulation. Extensive experiments conducted along this thesis show that the proposed techniques improve the performance of Deep Learning models in terms of the quality of the reconstructed 3D shapes / synthesised images, while reducing the amount of supervision and training data required to train them. In summary, we provide a variety of low, mid and high level algorithms that can be used to incorporate prior knowledge into different stages of the Deep Learning pipeline and improve performance in tasks of 3D reconstruction and image synthesis.La reconstrucció 3D i la síntesi d'imatges són dos dels pilars fonamentals en visió per computador. Els estudis previs es centren en tasques senzilles com la reconstrucció amb informació multi-càmera i la síntesi de textures. Amb l'aparició del "Deep Learning", aquest camp ha progressat ràpidament, fent possible assolir tasques molt més complexes. Per exemple, per obtenir una reconstrucció 3D, tradicionalment s'utilitzaven mètodes multi-càmera, en canvi ara, es poden obtenir a partir d'una sola imatge. De la mateixa manera, els primers treballs de síntesi de textures basats en patrons han donat lloc a tècniques que permeten generar noves imatges completes en alta resolució. En aquesta tesi, hem desenvolupat una sèrie d'eines que cobreixen tot aquest ventall de problemes, situats en la intersecció entre la visió per computador, els gràfics i l'aprenentatge automàtic. Abordem el problema de la reconstrucció i la síntesi 3D en el món real. És important destacar que defensem un paradigma on no tot s'ha d'aprendre. Enlloc d'aplicar el "Deep Learning" de forma naïve, proposem representacions novedoses i arquitectures que incorporen directament els coneixements geomètrics ja existents per a aconseguir la reconstrucció 3D i la síntesi d'imatges. Nosaltres apliquem aquestes tècniques a problemes com ara la reconstrucció d'escenes/persones i a la renderització d'imatges fotorealistes. Primer abordem els mètodes per reconstruir una escena, les persones vestides que hi ha i la posició de la càmera. A continuació, abordem la síntesi d'imatges i vídeos de persones vestides en situacions quotidianes. I finalment, aconseguim, a través d'una nova formulació única, connectar la reconstrucció amb la síntesi. Els experiments realitzats al llarg d'aquesta tesi demostren que les tècniques proposades milloren el rendiment dels models de "Deepp Learning" pel que fa a la qualitat de les reconstruccions i les imatges sintetitzades alhora que redueixen la quantitat de dades necessàries per entrenar-los. En resum, proporcionem una varietat d'algoritmes de baix, mitjà i alt nivell que es poden utilitzar per incorporar els coneixements previs a les diferents etapes del "Deep Learning" i millorar el rendiment en tasques de reconstrucció 3D i síntesi d'imatges.Postprint (published version

    Contemporary Robotics

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    This book book is a collection of 18 chapters written by internationally recognized experts and well-known professionals of the field. Chapters contribute to diverse facets of contemporary robotics and autonomous systems. The volume is organized in four thematic parts according to the main subjects, regarding the recent advances in the contemporary robotics. The first thematic topics of the book are devoted to the theoretical issues. This includes development of algorithms for automatic trajectory generation using redudancy resolution scheme, intelligent algorithms for robotic grasping, modelling approach for reactive mode handling of flexible manufacturing and design of an advanced controller for robot manipulators. The second part of the book deals with different aspects of robot calibration and sensing. This includes a geometric and treshold calibration of a multiple robotic line-vision system, robot-based inline 2D/3D quality monitoring using picture-giving and laser triangulation, and a study on prospective polymer composite materials for flexible tactile sensors. The third part addresses issues of mobile robots and multi-agent systems, including SLAM of mobile robots based on fusion of odometry and visual data, configuration of a localization system by a team of mobile robots, development of generic real-time motion controller for differential mobile robots, control of fuel cells of mobile robots, modelling of omni-directional wheeled-based robots, building of hunter- hybrid tracking environment, as well as design of a cooperative control in distributed population-based multi-agent approach. The fourth part presents recent approaches and results in humanoid and bioinspirative robotics. It deals with design of adaptive control of anthropomorphic biped gait, building of dynamic-based simulation for humanoid robot walking, building controller for perceptual motor control dynamics of humans and biomimetic approach to control mechatronic structure using smart materials

    On Motion Analysis in Computer Vision with Deep Learning: Selected Case Studies

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    Motion analysis is one of the essential enabling technologies in computer vision. Despite recent significant advances, image-based motion analysis remains a very challenging problem. This challenge arises because the motion features are extracted directory from a sequence of images without any other meta data information. Extracting motion information (features) is inherently more difficult than in other computer vision disciplines. In a traditional approach, the motion analysis is often formulated as an optimisation problem, with the motion model being hand-crafted to reflect our understanding of the problem domain. The critical element of these traditional methods is a prior assumption about the model of motion believed to represent a specific problem. Data analytics’ recent trend is to replace hand-crafted prior assumptions with a model learned directly from observational data with no, or very limited, prior assumptions about that model. Although known for a long time, these approaches, based on machine learning, have been shown competitive only very recently due to advances in the so-called deep learning methodologies. This work's key aim has been to investigate novel approaches, utilising the deep learning methodologies, for motion analysis where the motion model is learned directly from observed data. These new approaches have focused on investigating the deep network architectures suitable for the effective extraction of spatiotemporal information. Due to the estimated motion parameters' volume and structure, it is frequently difficult or even impossible to obtain relevant ground truth data. Missing ground truth leads to choose the unsupervised learning methodologies which is usually represents challenging choice to utilize in already challenging high dimensional motion representation of the image sequence. The main challenge with unsupervised learning is to evaluate if the algorithm can learn the data model directly from the data only without any prior knowledge presented to the deep learning model during In this project, an emphasis has been put on the unsupervised learning approaches. Owning to a broad spectrum of computer vision problems and applications related to motion analysis, the research reported in the thesis has focused on three specific motion analysis challenges and corresponding practical case studies. These include motion detection and recognition, as well as 2D and 3D motion field estimation. Eyeblinks quantification has been used as a case study for the motion detection and recognition problem. The approach proposed for this problem consists of a novel network architecture processing weakly corresponded images in an action completion regime with learned spatiotemporal image features fused using cascaded recurrent networks. The stereo-vision disparity estimation task has been selected as a case study for the 2D motion field estimation problem. The proposed method directly estimates occlusion maps using novel convolutional neural network architecture that is trained with a custom-designed loss function in an unsupervised manner. The volumetric data registration task has been chosen as a case study for the 3D motion field estimation problem. The proposed solution is based on the 3D CNN, with a novel architecture featuring a Generative Adversarial Network used during training to improve network performance for unseen data. All the proposed networks demonstrated a state-of-the-art performance compared to other corresponding methods reported in the literature on a number of assessment metrics. In particular, the proposed architecture for 3D motion field estimation has shown to outperform the previously reported manual expert-guided registration methodology
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