4 research outputs found

    Social media based 3D visual popularity

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    This paper proposes to use a geotagged virtual world for the visualization of people’s visual interest and their sentiment as captured from their social network activities. Using mobile devices, people widely share their experiences and the things they find interesting through social networks. We experimentally show that accumulating information over a period of time from multiple social network users allows to efficiently map and visualize popular landmarks as found in cities such as Rome in Italy and Dublin in Ireland. The proposed approach is also sensitive to temporal and spatial events that attract visual attention. We visualize the calculated popularity on 3D virtual cities using game engine technologies

    Automatic detection of passable roads after floods in remote sensed and social media data

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    This paper addresses the problem of floods classification and floods aftermath detection based on both social media and satellite imagery. Automatic detection of disasters such as floods is still a very challenging task. The focus lies on identifying passable routes or roads during floods. Two novel solutions are presented, which were developed for two corresponding tasks at the MediaEval 2018 benchmarking challenge. The tasks are (i) identification of images providing evidence for road passability and (ii) differentiation and detection of passable and non-passable roads in images from two complementary sources of information. For the first challenge, we mainly rely on object and scene-level features extracted through multiple deep models pre-trained on the ImageNet and Places datasets. The object and scene-level features are then combined using early, late and double fusion techniques. To identify whether or not it is possible for a vehicle to pass a road in satellite images, we rely on Convolutional Neural Networks and a transfer learning-based classification approach. The evaluation of the proposed methods is carried out on the large-scale datasets provided for the benchmark competition. The results demonstrate significant improvement in the performance over the recent state-of-art approaches

    Scene Reconstruction Beyond Structure-from-Motion and Multi-View Stereo

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    Image-based 3D reconstruction has become a robust technology for recovering accurate and realistic models of real-world objects and scenes. A common pipeline for 3D reconstruction is to first apply Structure-from-Motion (SfM), which recovers relative poses for the input images and sparse geometry for the scene, and then apply Multi-view Stereo (MVS), which estimates a dense depthmap for each image. While this two-stage process is quite effective in many 3D modeling scenarios, there are limits to what can be reconstructed. This dissertation focuses on three particular scenarios where the SfM+MVS pipeline fails and introduces new approaches to accomplish each reconstruction task. First, I introduce a novel method to recover dense surface reconstructions of endoscopic video. In this setting, SfM can generally provide sparse surface structure, but the lack of surface texture as well as complex, changing illumination often causes MVS to fail. To overcome these difficulties, I introduce a method that utilizes SfM both to guide surface reflectance estimation and to regularize shading-based depth reconstruction. I also introduce models of reflectance and illumination that improve the final result. Second, I introduce an approach for augmenting 3D reconstructions from large-scale Internet photo-collections by recovering the 3D position of transient objects --- specifically, people --- in the input imagery. Since no two images can be assumed to capture the same person in the same location, the typical triangulation constraints enjoyed by SfM and MVS cannot be directly applied. I introduce an alternative method to approximately triangulate people who stood in similar locations, aided by a height distribution prior and visibility constraints provided by SfM. The scale of the scene, gravity direction, and per-person ground-surface normals are also recovered. Finally, I introduce the concept of using crowd-sourced imagery to create living 3D reconstructions --- visualizations of real places that include dynamic representations of transient objects. A key difficulty here is that SfM+MVS pipelines often poorly reconstruct ground surfaces given Internet images. To address this, I introduce a volumetric reconstruction approach that leverages scene scale and person placements. Crowd simulation is then employed to add virtual pedestrians to the space and bring the reconstruction "to life."Doctor of Philosoph
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