37,702 research outputs found
Dense 3D Face Correspondence
We present an algorithm that automatically establishes dense correspondences
between a large number of 3D faces. Starting from automatically detected sparse
correspondences on the outer boundary of 3D faces, the algorithm triangulates
existing correspondences and expands them iteratively by matching points of
distinctive surface curvature along the triangle edges. After exhausting
keypoint matches, further correspondences are established by generating evenly
distributed points within triangles by evolving level set geodesic curves from
the centroids of large triangles. A deformable model (K3DM) is constructed from
the dense corresponded faces and an algorithm is proposed for morphing the K3DM
to fit unseen faces. This algorithm iterates between rigid alignment of an
unseen face followed by regularized morphing of the deformable model. We have
extensively evaluated the proposed algorithms on synthetic data and real 3D
faces from the FRGCv2, Bosphorus, BU3DFE and UND Ear databases using
quantitative and qualitative benchmarks. Our algorithm achieved dense
correspondences with a mean localisation error of 1.28mm on synthetic faces and
detected anthropometric landmarks on unseen real faces from the FRGCv2
database with 3mm precision. Furthermore, our deformable model fitting
algorithm achieved 98.5% face recognition accuracy on the FRGCv2 and 98.6% on
Bosphorus database. Our dense model is also able to generalize to unseen
datasets.Comment: 24 Pages, 12 Figures, 6 Tables and 3 Algorithm
A survey of visual preprocessing and shape representation techniques
Many recent theories and methods proposed for visual preprocessing and shape representation are summarized. The survey brings together research from the fields of biology, psychology, computer science, electrical engineering, and most recently, neural networks. It was motivated by the need to preprocess images for a sparse distributed memory (SDM), but the techniques presented may also prove useful for applying other associative memories to visual pattern recognition. The material of this survey is divided into three sections: an overview of biological visual processing; methods of preprocessing (extracting parts of shape, texture, motion, and depth); and shape representation and recognition (form invariance, primitives and structural descriptions, and theories of attention)
Action Recognition in Videos: from Motion Capture Labs to the Web
This paper presents a survey of human action recognition approaches based on
visual data recorded from a single video camera. We propose an organizing
framework which puts in evidence the evolution of the area, with techniques
moving from heavily constrained motion capture scenarios towards more
challenging, realistic, "in the wild" videos. The proposed organization is
based on the representation used as input for the recognition task, emphasizing
the hypothesis assumed and thus, the constraints imposed on the type of video
that each technique is able to address. Expliciting the hypothesis and
constraints makes the framework particularly useful to select a method, given
an application. Another advantage of the proposed organization is that it
allows categorizing newest approaches seamlessly with traditional ones, while
providing an insightful perspective of the evolution of the action recognition
task up to now. That perspective is the basis for the discussion in the end of
the paper, where we also present the main open issues in the area.Comment: Preprint submitted to CVIU, survey paper, 46 pages, 2 figures, 4
table
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Comparisons of Animal “Smarts” Using the First Four Stages of the Model of Hierarchical Complexity
The Model of Hierarchical Complexity is a behavioral model of development and evolution of the complexity of behavior. It is based on task analysis. Tasks are ordered in terms of their hierarchical complexity, which is an ordinal scale that measures difficulty. The hierarchical difficulty of tasks is categorized as the order of hierarchical complexity. Successful performance on a task is called the behavioral stage. This model can be applied to non-human animals, and humans. Using data from some of the simplest animals and also somewhat more complex ones, this analysis describes the four lowest behavioral stages and illustrate them using the behaviors of a range of simple organisms. For example, Stage 1 tasks, and performance on them, are addressed with automatic unconditioned responses. Behavior at this Stage includes sensing, tropisms, habituation and, other automatic behaviors. Single cell organisms operate at this Stage. Stage 2 tasks include these earlier behaviors, but also include respondent conditioning but not operant conditioning. Animals such as some simple invertebrates have shown respondent conditioning, but not operant conditioning. Stage 3 tasks coordinate three instances of these earlier tasks to make possible operant conditioning. These stage 3 performances are similar to those of some invertebrates and also insects. Stage 4 tasks organisms coordinate 2 or more circular sensory-motor task actions into a superordinate “concept”. This explanation of the early stages of the Model of Hierarchical Complexity may help future research in animal behavior, and comparative psychology.
Unsupervised Learning of Category-Specific Symmetric 3D Keypoints from Point Sets
Automatic discovery of category-specific 3D keypoints from a collection of objects of a category is a challenging problem. The difficulty is added when objects are represented by 3D point clouds, with variations in shape and semantic parts and unknown coordinate frames. We define keypoints to be category-specific, if they meaningfully represent objects’ shape and their correspondences can be simply established order-wise across all objects. This paper aims at learning such 3D keypoints, in an unsupervised manner, using a collection of misaligned 3D point clouds of objects from an unknown category. In order to do so, we model shapes defined by the keypoints, within a category, using the symmetric linear basis shapes without assuming the plane of symmetry to be known. The usage of symmetry prior leads us to learn stable keypoints suitable for higher misalignments. To the best of our knowledge, this is the first work on learning such keypoints directly from 3D point clouds for a general category. Using objects from four benchmark datasets, we demonstrate the quality of our learned keypoints by quantitative and qualitative evaluations. Our experiments also show that the keypoints discovered by our method are geometrically and semantically consistent
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