304 research outputs found
Linear Global Translation Estimation with Feature Tracks
This paper derives a novel linear position constraint for cameras seeing a
common scene point, which leads to a direct linear method for global camera
translation estimation. Unlike previous solutions, this method deals with
collinear camera motion and weak image association at the same time. The final
linear formulation does not involve the coordinates of scene points, which
makes it efficient even for large scale data. We solve the linear equation
based on norm, which makes our system more robust to outliers in
essential matrices and feature correspondences. We experiment this method on
both sequentially captured images and unordered Internet images. The
experiments demonstrate its strength in robustness, accuracy, and efficiency.Comment: Changes: 1. Adopt BMVC2015 style; 2. Combine sections 3 and 5; 3.
Move "Evaluation on synthetic data" out to supplementary file; 4. Divide
subsection "Evaluation on general data" to subsections "Experiment on
sequential data" and "Experiment on unordered Internet data"; 5. Change Fig.
1 and Fig.8; 6. Move Fig. 6 and Fig. 7 to supplementary file; 7 Change some
symbols; 8. Correct some typo
Robust Camera Location Estimation by Convex Programming
D structure recovery from a collection of D images requires the
estimation of the camera locations and orientations, i.e. the camera motion.
For large, irregular collections of images, existing methods for the location
estimation part, which can be formulated as the inverse problem of estimating
locations in
from noisy measurements of a subset of the pairwise directions
, are
sensitive to outliers in direction measurements. In this paper, we firstly
provide a complete characterization of well-posed instances of the location
estimation problem, by presenting its relation to the existing theory of
parallel rigidity. For robust estimation of camera locations, we introduce a
two-step approach, comprised of a pairwise direction estimation method robust
to outliers in point correspondences between image pairs, and a convex program
to maintain robustness to outlier directions. In the presence of partially
corrupted measurements, we empirically demonstrate that our convex formulation
can even recover the locations exactly. Lastly, we demonstrate the utility of
our formulations through experiments on Internet photo collections.Comment: 10 pages, 6 figures, 3 table
Stable Camera Motion Estimation Using Convex Programming
We study the inverse problem of estimating n locations (up to
global scale, translation and negation) in from noisy measurements of a
subset of the (unsigned) pairwise lines that connect them, that is, from noisy
measurements of for some pairs (i,j) (where the
signs are unknown). This problem is at the core of the structure from motion
(SfM) problem in computer vision, where the 's represent camera locations
in . The noiseless version of the problem, with exact line measurements,
has been considered previously under the general title of parallel rigidity
theory, mainly in order to characterize the conditions for unique realization
of locations. For noisy pairwise line measurements, current methods tend to
produce spurious solutions that are clustered around a few locations. This
sensitivity of the location estimates is a well-known problem in SfM,
especially for large, irregular collections of images.
In this paper we introduce a semidefinite programming (SDP) formulation,
specially tailored to overcome the clustering phenomenon. We further identify
the implications of parallel rigidity theory for the location estimation
problem to be well-posed, and prove exact (in the noiseless case) and stable
location recovery results. We also formulate an alternating direction method to
solve the resulting semidefinite program, and provide a distributed version of
our formulation for large numbers of locations. Specifically for the camera
location estimation problem, we formulate a pairwise line estimation method
based on robust camera orientation and subspace estimation. Lastly, we
demonstrate the utility of our algorithm through experiments on real images.Comment: 40 pages, 12 figures, 6 tables; notation and some unclear parts
updated, some typos correcte
Interlocking structure design and assembly
Many objects in our life are not manufactured as whole rigid pieces. Instead, smaller components are made to be later assembled into larger structures. Chairs are assembled from wooden pieces, cabins are made of logs, and buildings are constructed from bricks. These components are commonly designed by many iterations of human thinking. In this report, we will look at a few problems related to interlocking components design and assembly. Given an atomic object, how can we design a package that holds the object firmly without a gap in-between? How many pieces should the package be partitioned into? How can we assemble/extract each piece? We will attack this problem by first looking at the lower bound on the number of pieces, then at the upper bound. Afterwards, we will propose a practical algorithm for designing these packages. We also explore a special kind of interlocking structure which has only one or a small number of movable pieces. For example, a burr puzzle. We will design a few blocks with joints whose combination can be assembled into almost any voxelized 3D model. Our blocks require very simple motions to be assembled, enabling robotic assembly. As proof of concept, we also develop a robot system to assemble the blocks. In some extreme conditions where construction components are small, controlling each component individually is impossible. We will discuss an option using global controls. These global controls can be from gravity or magnetic fields. We show that in some special cases where the small units form a rectangular matrix, rearrangement can be done in a small space following a technique similar to bubble sort algorithm
Evaluation of human movement qualities: A methodology based on transferable-utility games on graphs.
Abstract
A novel computational method for the analysis of expressive full-body movement
qualities is introduced, which exploits concepts and tools from graph theory and
game theory. The human skeletal structure is modeled as an undirected graph, where
the joints are the vertices and the edge set contains both physical and nonphysical
links.
Physical links correspond to connections between adjacent physical body joints (e.g.,
the forearm, which connects the elbow to the wrist). Nonphysical links act as
\u201cbridges\u201d between parts of the body not directly connected by the skeletal structure,
but sharing very similar feature values. The edge weights depend on features
obtained by using Motion Capture data. Then, a mathematical game is constructed
over the graph structure, where the vertices represent the players and the edges represent
communication channels between them. Hence, the body movement is modeled
in terms of a game built on the graph structure. Since the vertices and the edges contribute
to the overall quality of the movement, the adopted game-theoretical model
is of cooperative nature.
A game-theoretical concept, called Shapley value, is exploited as a centrality index
to estimate the contribution of each vertex to a shared goal (e.g., to the way a particular
movement quality is transferred among the vertices). The proposed method is
applied to a data set of Motion Capture data of subjects performing expressive movements,
recorded in the framework of the H2020-ICT-2015 EU Project WhoLoDance,
Project no. 688865. Results are presented: development of novel method, contribution
to the scientific community with a new data corpus, application the discussed
method to 100 movement recordings and creation of database archive of stimuli for
further use in research studies in the framework of the WhoLoDance Project
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