332 research outputs found
Light field image processing: an overview
Light field imaging has emerged as a technology allowing to capture richer visual information from our world. As opposed to traditional photography, which captures a 2D projection of the light in the scene integrating the angular domain, light fields collect radiance from rays in all directions, demultiplexing the angular information lost in conventional photography. On the one hand, this higher dimensional representation of visual data offers powerful capabilities for scene understanding, and substantially improves the performance of traditional computer vision problems such as depth sensing, post-capture refocusing, segmentation, video stabilization, material classification, etc. On the other hand, the high-dimensionality of light fields also brings up new challenges in terms of data capture, data compression, content editing, and display. Taking these two elements together, research in light field image processing has become increasingly popular in the computer vision, computer graphics, and signal processing communities. In this paper, we present a comprehensive overview and discussion of research in this field over the past 20 years. We focus on all aspects of light field image processing, including basic light field representation and theory, acquisition, super-resolution, depth estimation, compression, editing, processing algorithms for light field display, and computer vision applications of light field data
Real-time action recognition using a multilayer descriptor with variable size
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)Video analysis technology has become less expensive and more powerful in terms of storage resources and resolution capacity, promoting progress in a wide range of applications. Video-based human action detection has been used for several tasks in surveillance environments, such as forensic investigation, patient monitoring, medical training, accident prevention, and traffic monitoring, among others. We present a method for action identification based on adaptive training of a multilayer descriptor applied to a single classifier. Cumulative motion shapes (CMSs) are extracted according to the number of frames present in the video. Each CMS is employed as a self-sufficient layer in the training stage but belongs to the same descriptor. A robust classification is achieved through individual responses of classifiers for each layer, and the dominant result is used as a final outcome. Experiments are conducted on five public datasets (Weizmann, KTH, MuHAVi, IXMAS, and URADL) to demonstrate the effectiveness of the method in terms of accuracy in real time. (C) 2016 SPIE and IS&TVideo analysis technology has become less expensive and more powerful in terms of storage resources and resolution capacity, promoting progress in a wide range of applications. Video-based human action detection has been used for several tasks in surveill2501FAPESP - FUNDAÇÃO DE AMPARO À PESQUISA DO ESTADO DE SÃO PAULOCNPQ - CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICOFundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)SEM INFORMAÇÃOSEM INFORMAÇÃ
UHD映像のための前景物体検出の高速化
早大学位記番号:新7460早稲田大
Bridging the gap between reconstruction and synthesis
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
CENTRIST3D : um descritor espaço-temporal para detecção de anomalias em vídeos de multidões
Orientador: Hélio PedriniDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: O campo de estudo da detecção de anomalias em multidões possui uma vasta gama de aplicações, podendo-se destacar o monitoramento e vigilância de áreas de interesse, tais como aeroportos, bancos, parques, estádios e estações de trens, como uma das mais importantes. Em geral, sistemas de vigilância requerem prossionais qualicados para assistir longas gravações à procura de alguma anomalia, o que demanda alta concentração e dedicação. Essa abordagem tende a ser ineciente, pois os seres humanos estão sujeitos a falhas sob condições de fadiga e repetição devido aos seus próprios limites quanto à capacidade de observação e seu desempenho está diretamente ligado a fatores físicos e psicológicos, os quais podem impactar negativamente na qualidade de reconhecimento. Multidões tendem a se comportar de maneira complexa, possivelmente mudando de orientação e velocidade rapidamente, bem como devido à oclusão parcial ou total. Consequentemente, técnicas baseadas em rastreamento de pedestres ou que dependam de segmentação de fundo geralmente apresentam maiores taxas de erros. O conceito de anomalia é subjetivo e está sujeito a diferentes interpretações, dependendo do contexto da aplicação. Neste trabalho, duas contribuições são apresentadas. Inicialmente, avaliamos a ecácia do descritor CENsus TRansform hISTogram (CENTRIST), originalmente utilizado para categorização de cenas, no contexto de detecção de anomalias em multidões. Em seguida, propusemos o CENTRIST3D, uma versão modicada do CENTRIST que se utiliza de informações espaço-temporais para melhorar a discriminação dos eventos anômalos. Nosso método cria histogramas de características espaço-temporais de quadros de vídeos sucessivos, os quais foram divididos hierarquicamente utilizando um algoritmo modicado da correspondência em pirâmide espacial. Os resultados foram validados em três bases de dados públicas: University of California San Diego (UCSD) Anomaly Detection Dataset, Violent Flows Dataset e University of Minesota (UMN) Dataset. Comparado com outros trabalhos da literatura, CENTRIST3D obteve resultados satisfatórios nas bases Violent Flows e UMN, mas um desempenho abaixo do esperado na base UCSD, indicando que nosso método é mais adequado para cenas com mudanças abruptas em movimento e textura. Por m, mostramos que há evidências de que o CENTRIST3D é um descritor eciente de ser computado, sendo facilmente paralelizável e obtendo uma taxa de quadros por segundo suciente para ser utilizado em aplicações de tempo realAbstract: Crowd abnormality detection is a eld of study with a wide range of applications, where surveillance of interest areas, such as airports, banks, parks, stadiums and subways, is one of the most important purposes. In general, surveillance systems require well-trained personnel to watch video footages in order to search for abnormal events. Moreover, they usually are dependent on human operators, who are susceptible to failure under stressful and repetitive conditions. This tends to be an ineective approach since humans have their own natural limits of observation and their performance is tightly related to their physical and mental state, which might aect the quality of surveillance. Crowds tend to be complex, subject to subtle changes in motion and to partial or total occlusion. Consequently, approaches based on individual pedestrian tracking and background segmentation may suer in quality due to the aforementioned problems. Anomaly itself is a subjective concept, since it depends on the context of the application. Two main contributions are presented in this work. We rst evaluate the eectiveness of the CENsus TRansform hISTogram (CENTRIST) descriptor, initially designed for scene categorization, in crowd abnormality detection. Then, we propose the CENTRIST3D descriptor, a spatio-temporal variation of CENTRIST. Our method creates a histogram of spatiotemporal features from successive frames by extracting histograms of Volumetric Census Transform from a spatial representation using a modied Spatial Pyramid Matching algorithm. Additionally, we test both descriptors in three public data collections: UCSD Anomaly Detection Dataset, Violent Flows Dataset, and UMN Datasets. Compared to other works of the literature, CENTRIST3D achieved satisfactory accuracy rates on both Violent Flows and UMN Datasets, but poor performance on the UCSD Dataset, indicating that our method is more suitable to scenes with fast changes in motion and texture. Finally, we provide evidence that CENTRIST3D is an ecient descriptor to be computed, since it requires little computational time, is easily parallelizable and achieves suitable frame-per-second rates to be used in real-time applicationsMestradoCiência da ComputaçãoMestre em Ciência da Computação1406874159166/2015-2CAPESCNP
High-quality face capture, animation and editing from monocular video
Digitization of virtual faces in movies requires complex capture setups and extensive manual work to produce superb animations and video-realistic editing. This thesis pushes the boundaries of the digitization pipeline by proposing automatic algorithms for high-quality 3D face capture and animation, as well as photo-realistic face editing. These algorithms reconstruct and modify faces in 2D videos recorded in uncontrolled scenarios and illumination. In particular, advances in three main areas offer solutions for the lack of depth and overall uncertainty in video recordings. First, contributions in capture include model-based reconstruction of detailed, dynamic 3D geometry that exploits optical and shading cues, multilayer parametric reconstruction of accurate 3D models in unconstrained setups based on inverse rendering, and regression-based 3D lip shape enhancement from high-quality data. Second, advances in animation are video-based face reenactment based on robust appearance metrics and temporal clustering, performance-driven retargeting of detailed facial models in sync with audio, and the automatic creation of personalized controllable 3D rigs. Finally, advances in plausible photo-realistic editing are dense face albedo capture and mouth interior synthesis using image warping and 3D teeth proxies. High-quality results attained on challenging application scenarios confirm the contributions and show great potential for the automatic creation of photo-realistic 3D faces.Die Digitalisierung von Gesichtern zum Einsatz in der Filmindustrie erfordert komplizierte Aufnahmevorrichtungen und die manuelle Nachbearbeitung von Rekonstruktionen, um perfekte Animationen und realistische Videobearbeitung zu erzielen. Diese Dissertation erweitert vorhandene Digitalisierungsverfahren durch die Erforschung von automatischen Verfahren zur qualitativ hochwertigen 3D Rekonstruktion, Animation und Modifikation von Gesichtern. Diese Algorithmen erlauben es, Gesichter in 2D Videos, die unter allgemeinen Bedingungen und unbekannten Beleuchtungsverhältnissen aufgenommen wurden, zu rekonstruieren und zu modifizieren. Vor allem Fortschritte in den folgenden drei Hauptbereichen tragen zur Kompensation von fehlender Tiefeninformation und der allgemeinen Mehrdeutigkeit von 2D Videoaufnahmen bei. Erstens, Beiträge zur modellbasierten Rekonstruktion von detaillierter und dynamischer 3D Geometrie durch optische Merkmale und die Shading-Eigenschaften des Gesichts, mehrschichtige parametrische Rekonstruktion von exakten 3D Modellen mittels inversen Renderings in allgemeinen Szenen und regressionsbasierter 3D Lippenformverfeinerung mittels qualitativ hochwertigen Daten. Zweitens, Fortschritte im Bereich der Computeranimation durch videobasierte Gesichtsausdrucksübertragung und temporaler Clusterbildung, Übertragung von detaillierten Gesichtsmodellen, deren Mundbewegung mit Ton synchronisiert ist, und die automatische Erstellung von personalisierten "3D Face Rigs". Schließlich werden Fortschritte im Bereich der realistischen Videobearbeitung vorgestellt, welche auf der dichten Rekonstruktion von Hautreflektionseigenschaften und der Mundinnenraumsynthese mittels bildbasierten und geometriebasierten Verfahren aufbauen. Qualitativ hochwertige Ergebnisse in anspruchsvollen Anwendungen untermauern die Wichtigkeit der geleisteten Beiträgen und zeigen das große Potential der automatischen Erstellung von realistischen digitalen 3D Gesichtern auf
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