23 research outputs found
Indexing and Retrieval of 3D Articulated Geometry Models
In this PhD research study, we focus on building a content-based search engine for 3D articulated geometry models. 3D models are essential components in nowadays graphic applications, and are widely used in the game, animation and movies production industry. With the increasing number of these models, a search engine not only provides an entrance to explore such a huge dataset, it also facilitates sharing and reusing among different users. In general, it reduces production costs and time to develop these 3D models. Though a lot of retrieval systems have been proposed in recent years, search engines for 3D articulated geometry models are still in their infancies. Among all the works that we have surveyed, reliability and efficiency are the two main issues that hinder the popularity of such systems. In this research, we have focused our attention mainly to address these two issues.
We have discovered that most existing works design features and matching algorithms in order to reflect the intrinsic properties of these 3D models. For instance, to handle 3D articulated geometry models, it is common to extract skeletons and use graph matching algorithms to compute the similarity. However, since this kind of feature representation is complex, it leads to high complexity of the matching algorithms. As an example, sub-graph isomorphism can be NP-hard for model graph matching. Our solution is based on the understanding that skeletal matching seeks correspondences between the two comparing models. If we can define descriptive features, the correspondence problem can be solved by bag-based matching where fast algorithms are available.
In the first part of the research, we propose a feature extraction algorithm to extract such descriptive features. We then convert the skeletal matching problems into bag-based matching. We further define metric similarity measure so as to support fast search. We demonstrate the advantages of this idea in our experiments. The improvement on precision is 12\% better at high recall. The indexing search of 3D model is 24 times faster than the state of the art if only the first relevant result is returned. However, improving the quality of descriptive features pays the price of high dimensionality. Curse of dimensionality is a notorious problem on large multimedia databases. The computation time scales exponentially as the dimension increases, and indexing techniques may not be useful in such situation.
In the second part of the research, we focus ourselves on developing an embedding retrieval framework to solve the high dimensionality problem. We first argue that our proposed matching method projects 3D models on manifolds. We then use manifold learning technique to reduce dimensionality and maximize intra-class distances. We further propose a numerical method to sub-sample and fast search databases. To preserve retrieval accuracy using fewer landmark objects, we propose an alignment method which is also beneficial to existing works for fast search. The advantages of the retrieval framework are demonstrated in our experiments that it alleviates the problem of curse of dimensionality. It also improves the efficiency (3.4 times faster) and accuracy (30\% more accurate) of our matching algorithm proposed above.
In the third part of the research, we also study a closely related area, 3D motions. 3D motions are captured by sticking sensor on human beings. These captured data are real human motions that are used to animate 3D articulated geometry models. Creating realistic 3D motions is an expensive and tedious task. Although 3D motions are very different from 3D articulated geometry models, we observe that existing works also suffer from the problem of temporal structure matching. This also leads to low efficiency in the matching algorithms. We apply the same idea of bag-based matching into the work of 3D motions. From our experiments, the proposed method has a 13\% improvement on precision at high recall and is 12 times faster than existing works.
As a summary, we have developed algorithms for 3D articulated geometry models and 3D motions, covering feature extraction, feature matching, indexing and fast search methods. Through various experiments, our idea of converting restricted matching to bag-based matching improves matching efficiency and reliability. These have been shown in both 3D articulated geometry models and 3D motions. We have also connected 3D matching to the area of manifold learning. The embedding retrieval framework not only improves efficiency and accuracy, but has also opened a new area of research
High Dimensional Data Set Analysis Using a Large-Scale Manifold Learning Approach
Because of technological advances, a trend occurs for data sets increasing in size and dimensionality. Processing these large scale data sets is challenging for conventional computers due to computational limitations. A framework for nonlinear dimensionality reduction on large databases is presented that alleviates the issue of large data sets through sampling, graph construction, manifold learning, and embedding. Neighborhood selection is a key step in this framework and a potential area of improvement. The standard approach to neighborhood selection is setting a fixed neighborhood. This could be a fixed number of neighbors or a fixed neighborhood size. Each of these has its limitations due to variations in data density. A novel adaptive neighbor-selection algorithm is presented to enhance performance by incorporating sparse ℓ 1-norm based optimization. These enhancements are applied to the graph construction and embedding modules of the original framework. As validation of the proposed ℓ1-based enhancement, experiments are conducted on these modules using publicly available benchmark data sets. The two approaches are then applied to a large scale magnetic resonance imaging (MRI) data set for brain tumor progression prediction. Results showed that the proposed approach outperformed linear methods and other traditional manifold learning algorithms
Calibration by correlation using metric embedding from non-metric similarities
This paper presents a new intrinsic calibration method that allows us to calibrate a generic single-view point camera just
by waving it around. From the video sequence obtained while the camera undergoes random motion, we compute the pairwise time
correlation of the luminance signal for a subset of the pixels. We show that, if the camera undergoes a random uniform motion, then
the pairwise correlation of any pixels pair is a function of the distance between the pixel directions on the visual sphere. This leads to
formalizing calibration as a problem of metric embedding from non-metric measurements: we want to find the disposition of pixels on
the visual sphere from similarities that are an unknown function of the distances. This problem is a generalization of multidimensional
scaling (MDS) that has so far resisted a comprehensive observability analysis (can we reconstruct a metrically accurate embedding?)
and a solid generic solution (how to do so?). We show that the observability depends both on the local geometric properties (curvature)
as well as on the global topological properties (connectedness) of the target manifold. We show that, in contrast to the Euclidean case,
on the sphere we can recover the scale of the points distribution, therefore obtaining a metrically accurate solution from non-metric
measurements. We describe an algorithm that is robust across manifolds and can recover a metrically accurate solution when the metric
information is observable. We demonstrate the performance of the algorithm for several cameras (pin-hole, fish-eye, omnidirectional),
and we obtain results comparable to calibration using classical methods. Additional synthetic benchmarks show that the algorithm
performs as theoretically predicted for all corner cases of the observability analysis
Greedy routing and virtual coordinates for future networks
At the core of the Internet, routers are continuously struggling with
ever-growing routing and forwarding tables. Although hardware advances
do accommodate such a growth, we anticipate new requirements e.g. in
data-oriented networking where each content piece has to be referenced
instead of hosts, such that current approaches relying on global
information will not be viable anymore, no matter the hardware
progress. In this thesis, we investigate greedy routing methods that
can achieve similar routing performance as today but use much less
resources and which rely on local information only. To this end, we
add specially crafted name spaces to the network in which virtual
coordinates represent the addressable entities. Our scheme enables participating
routers to make forwarding decisions using only neighbourhood information,
as the overarching pseudo-geometric name space structure already
organizes and incorporates "vicinity" at a global level.
A first challenge to the application of greedy routing on virtual
coordinates to future networks is that of "routing dead-ends"
that are local minima due to the difficulty of consistent coordinates
attribution. In this context, we propose a routing recovery scheme
based on a multi-resolution embedding of the network in low-dimensional Euclidean spaces.
The recovery is performed by routing greedily on a blurrier view of the network. The
different network detail-levels are obtained though the embedding of
clustering-levels of the graph. When compared with
higher-dimensional embeddings of a given network, our method shows a
significant diminution of routing failures for similar header and
control-state sizes.
A second challenge to the application of virtual coordinates and
greedy routing to future networks is the support of
"customer-provider" as well as "peering" relationships between
participants, resulting in a differentiated services
environment. Although an application of greedy routing within such a
setting would combine two very common fields of today's networking
literature, such a scenario has, surprisingly, not been studied so
far. In this context we propose two approaches to address this scenario.
In a first approach we implement a path-vector protocol similar to
that of BGP on top of a greedy embedding of the network. This allows
each node to build a spatial map associated with each of its
neighbours indicating the accessible regions. Routing is then
performed through the use of a decision-tree classifier taking the
destination coordinates as input. When applied on a real-world dataset
(the CAIDA 2004 AS graph) we demonstrate an up to 40% compression ratio of
the routing control information at the network's core as well as a computationally efficient
decision process comparable to methods such as binary trees and tries.
In a second approach, we take inspiration from consensus-finding in social
sciences and transform the three-dimensional distance data structure
(where the third dimension encodes the service differentiation) into a
two-dimensional matrix on which classical embedding tools can be used.
This transformation is achieved by agreeing on a set of
constraints on the inter-node distances guaranteeing an
administratively-correct greedy routing. The computed distances are
also enhanced to encode multipath support. We demonstrate a good
greedy routing performance as well as an above 90% satisfaction of multipath constraints
when relying on the non-embedded obtained distances on synthetic datasets.
As various embeddings of the consensus distances do not fully exploit their multipath potential, the use of compression techniques such as transform coding to
approximate the obtained distance allows for better routing performances