1,502 research outputs found
Photo-Realistic Scenes with Cast Shadows Show No Above/Below Search Asymmetries for Illumination Direction
Visual search is extended from the domain of polygonal figures presented on a uniform field to photo-realistic scenes containing target objects in dense, naturalistic backgrounds. The target in a trial is a computer-rendered rock protruding in depth from a "wall" of rocks of roughly similar size but different shapes. Subjects responded "present" when one rock appeared closer than the rest, owing to occlusions or cast shadows, and "absent" when all rocks appeared to be at the same depth. Results showed that cast shadows can significantly decrease reaction times compared to scenes with no cast shadows, in which the target was revealed only by occlusions of rocks behind it. A control experiment showed that cast shadows can be utilized even for displays involving rocks of several achromatic surface colors (dark through light), in which the shadow cast by the target rock was not the darkest region in the scene. Finally, in contrast with reports of experiments by others involving polygonal figures, we found no evidence for an effect of illumination direction (above vs. below) on search times.Office of Naval Research (N00014-94-1-0597, N00014-95-1-0409
Approaching Visual Search in Photo-Realistic Scenes
Visual search is extended from the domain of polygonal figures presented on a uniform background to scenes in which search is for a photo-realistic object in a dense, naturalistic background. Scene generation for these displays relies on a powerful solid modeling program to define the three dimensional forms, surface properties, relative positions, and illumination of the objects and a rendering program to produce an image. Search in the presented experiments is for a rock with specific properties among other, similar rocks, although the method described can be generalized to other situations. Using this technique we explore the effects of illumination and shadows in aiding search for a rock in front of and closer to the viewer than other rocks in the scene. For these scenes, shadows of two different contrast levels can significantly deet·ease reaction times for displays in which target rocks are similar to distractor rocks. However, when the target rock is itself easily distinguishable from dis tractors on the basis of form, the presence or absence of shadows has no discernible effect. To relate our findings to those for earlier polygonal displays, we simplified the non-shadow displays so that only boundary information remained. For these simpler displays, search slopes (the reaction time as a function of the number of distractors) were significantly faster, indicating that the more complex photo-realistic objects require more time to process for visual search. In contrast with several previous experiments involving polygonal figures, we found no evidence for an effect of illumination direction on search times
Setting intelligent city tiling strategies for urban shading simulations
Assessing accurately the solar potential of all building surfaces in cities, including shading and multiple reflections between buildings, is essential for urban energy modelling. However, since the number of surface interactions and radiation exchanges increase exponentially with the scale of the district, innovative computational strategies are needed, some of which will be introduced in the present work. They should hold the best compromise between result accuracy and computational efficiency, i.e. computational time and memory requirements.
In this study, different approaches that may be used for the computation of urban solar irradiance in large areas are presented. Two concrete urban case studies of different densities have been used to compare and evaluate three different methods: the Perez Sky model, the Simplified Radiosity Algorithm and a new scene tiling method implemented in our urban simulation platform SimStadt, used for feasible estimations on a large scale. To quantify the influence of shading, the new concept of Urban Shading Ratio has been introduced and used for this evaluation process. In high density urban areas, this index may reach 60% for facades and 25% for roofs. Tiles of 500 m width and 200 m overlap are a minimum requirement in this case to compute solar irradiance with an acceptable accuracy. In medium density areas, tiles of 300 m width and 100 m overlap meet perfectly the accuracy requirements. In addition, the solar potential for various solar energy thresholds as well as the monthly variation of the Urban Shading Ratio have been quantified for both case studies, distinguishing between roofs and facades of different orientations
Recombinator Networks: Learning Coarse-to-Fine Feature Aggregation
Deep neural networks with alternating convolutional, max-pooling and
decimation layers are widely used in state of the art architectures for
computer vision. Max-pooling purposefully discards precise spatial information
in order to create features that are more robust, and typically organized as
lower resolution spatial feature maps. On some tasks, such as whole-image
classification, max-pooling derived features are well suited; however, for
tasks requiring precise localization, such as pixel level prediction and
segmentation, max-pooling destroys exactly the information required to perform
well. Precise localization may be preserved by shallow convnets without pooling
but at the expense of robustness. Can we have our max-pooled multi-layered cake
and eat it too? Several papers have proposed summation and concatenation based
methods for combining upsampled coarse, abstract features with finer features
to produce robust pixel level predictions. Here we introduce another model ---
dubbed Recombinator Networks --- where coarse features inform finer features
early in their formation such that finer features can make use of several
layers of computation in deciding how to use coarse features. The model is
trained once, end-to-end and performs better than summation-based
architectures, reducing the error from the previous state of the art on two
facial keypoint datasets, AFW and AFLW, by 30\% and beating the current
state-of-the-art on 300W without using extra data. We improve performance even
further by adding a denoising prediction model based on a novel convnet
formulation.Comment: accepted in CVPR 201
Project SEMACODE : a scale-invariant object recognition system for content-based queries in image databases
For the efficient management of large image databases, the automated characterization of images and the usage of that characterization for searching and ordering tasks is highly desirable. The purpose of the project SEMACODE is to combine the still unsolved problem of content-oriented characterization of images with scale-invariant object recognition and modelbased compression methods. To achieve this goal, existing techniques as well as new concepts related to pattern matching, image encoding, and image compression are examined. The resulting methods are integrated in a common framework with the aid of a content-oriented conception. For the application, an image database at the library of the university of Frankfurt/Main (StUB; about 60000 images), the required operations are developed. The search and query interfaces are defined in close cooperation with the StUB project “Digitized Colonial Picture Library”. This report describes the fundamentals and first results of the image encoding and object recognition algorithms developed within the scope of the project
Photo-Realistic Scenes with Cast Shadows Show No Above/Below Search Asymmetries for Illumination Direction
Visual search is extended from the domain of polygonal figures presented on a uniform field to photo-realistic scenes containing target objects in dense, naturalistic backgrounds. The target in a trial is a computer-rendered rock protruding in depth from a "wall" of rocks of roughly similar size but different shapes. Subjects responded "present" when one rock appeared closer than the rest, owing to occlusions or cast shadows, and "absent" when all rocks appeared to be at the same depth. Results showed that cast shadows can significantly decrease reaction times compared to scenes with no cast shadows, in which the target was revealed only by occlusions of rocks behind it. A control experiment showed that cast shadows can be utilized even for displays involving rocks of several achromatic surface colors (dark through light), in which the shadow cast by the target rock was not the darkest region in the scene. Finally, in contrast with reports of experiments by others involving polygonal figures, we found no evidence for an effect of illumination direction (above vs. below) on search times.Office of Naval Research (N00014-94-1-0597, N00014-95-1-0409
SFD: Single Shot Scale-invariant Face Detector
This paper presents a real-time face detector, named Single Shot
Scale-invariant Face Detector (SFD), which performs superiorly on various
scales of faces with a single deep neural network, especially for small faces.
Specifically, we try to solve the common problem that anchor-based detectors
deteriorate dramatically as the objects become smaller. We make contributions
in the following three aspects: 1) proposing a scale-equitable face detection
framework to handle different scales of faces well. We tile anchors on a wide
range of layers to ensure that all scales of faces have enough features for
detection. Besides, we design anchor scales based on the effective receptive
field and a proposed equal proportion interval principle; 2) improving the
recall rate of small faces by a scale compensation anchor matching strategy; 3)
reducing the false positive rate of small faces via a max-out background label.
As a consequence, our method achieves state-of-the-art detection performance on
all the common face detection benchmarks, including the AFW, PASCAL face, FDDB
and WIDER FACE datasets, and can run at 36 FPS on a Nvidia Titan X (Pascal) for
VGA-resolution images.Comment: Accepted by ICCV 2017 + its supplementary materials; Updated the
latest results on WIDER FAC
Time and Space Coherent Occlusion Culling for Tileable Extended 3D Worlds
International audienceIn order to interactively render large virtual worlds, the amount of 3D geometry passed to the graphics hardware must be kept to a minimum. Typical solutions to this problem include the use of potentially visible sets and occlusion culling, however, these solutions do not scale well, in time nor in memory, with the size of a virtual world. We propose a fast and inexpensive variant of occlusion culling tailored to a simple tiling scheme that improves scalability while maintaining very high performance. Tile visibilities are evaluated with hardwareaccelerated occlusion queries, and in-tile rendering is rapidly computed using BVH instantiation and any visibility method; we use the CHC++ occlusion culling method for its good general performance. Tiles are instantiated only when tested locally for visibility, thus avoiding the need for a preconstructed global structure for the complete world. Our approach can render large-scale, diversified virtual worlds with complex geometry, such as cities or forests, all at high performance and with a modest memory footprint
The role of the inner nuclear layer for perception of persisting tiling inside a monocular scotoma
We report two patients, one with and one without long-term persistent tiling inside an arcuate macular scotoma. In both cases, the scotoma was caused by a cilioretinal artery occlusion. Both patients were almost identical regarding the location and extent of the scotoma. In both cases, there was a comparable degree of atrophy on optical coherence tomography for the retinal nerve fibre, ganglion cell, and inner plexiform layers. The main difference was the preservation of the inner nuclear layer in the patient with persistent tiling. In this patient, optical coherence angiography demonstrates preserved perfusion of the superior vascular plexus, which was not the case in the patient with the negative scotoma who also had atrophy of the inner nuclear layer. Recreational use of cannabinoid enhanced the intensity of perceived tiling in the relative scotoma of the first patient. A review of the literature suggests that the persistent tiling described in our case is different to teichopsias of retinal or cerebral origin. These data suggest that persistent monocular tiling in a scotoma arises from retinal circuit activity that requires the preservation of the inner nuclear layer. Future research should investigate this functional–structural relationship in other diseases, including glaucoma
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