3,110 research outputs found
Sparse optical flow regularisation for real-time visual tracking
Optical flow can greatly improve the robustness of visual tracking algorithms. While dense optical flow algorithms have various applications, they can not be used for real-time solutions without resorting to GPU calculations. Furthermore, most optical flow algorithms fail in challenging lighting environments due to the violation of the brightness constraint. We propose a simple but effective iterative regularisation scheme for real-time, sparse optical flow algorithms, that is shown to be robust to sudden illumination changes and can handle large displacements. The algorithm proves to outperform well known techniques in real life video sequences, while being much faster to calculate. Our solution increases the robustness of a real-time particle filter based tracking application, consuming only a fraction of the available CPU power. Furthermore, a new and realistic optical flow dataset with annotated ground truth is created and made freely available for research purposes
Games technology: console architectures, game engines and invisible interaction
This presentation will look at three core developments in games technology. First we will look at the architectural foundations on which the consoles are built to deliver games performance. Millions of consoles are sold and the console performance is improving in parallel. Next we look at the cutting edge features available in game engines. Middleware software, namely game engines, help developers build games with rich features and also simultaneously harness the power of the game consoles to satisfy gamers. The third part focuses on Invisible Game Interaction. The Nintendo Wii games console was an instant success because of the Wiimote. Old and young alike embraced it. The Microsoft Kinect pushed the boundary even further, where the interaction device is slowly becoming invisible and the human body becomes the interface. Finally, we look at novel research developments that go beyond current game interaction devices
An Event-Driven Multi-Kernel Convolution Processor Module for Event-Driven Vision Sensors
Event-Driven vision sensing is a new way of sensing
visual reality in a frame-free manner. This is, the vision sensor
(camera) is not capturing a sequence of still frames, as in conventional
video and computer vision systems. In Event-Driven sensors
each pixel autonomously and asynchronously decides when to
send its address out. This way, the sensor output is a continuous
stream of address events representing reality dynamically continuously
and without constraining to frames. In this paper we present
an Event-Driven Convolution Module for computing 2D convolutions
on such event streams. The Convolution Module has been
designed to assemble many of them for building modular and hierarchical
Convolutional Neural Networks for robust shape and
pose invariant object recognition. The Convolution Module has
multi-kernel capability. This is, it will select the convolution kernel
depending on the origin of the event. A proof-of-concept test prototype
has been fabricated in a 0.35 m CMOS process and extensive
experimental results are provided. The Convolution Processor has
also been combined with an Event-Driven Dynamic Vision Sensor
(DVS) for high-speed recognition examples. The chip can discriminate
propellers rotating at 2 k revolutions per second, detect symbols
on a 52 card deck when browsing all cards in 410 ms, or detect
and follow the center of a phosphor oscilloscope trace rotating at
5 KHz.Unión Europea 216777 (NABAB)Ministerio de Ciencia e Innovación TEC2009-10639-C04-0
Real time motion estimation using a neural architecture implemented on GPUs
This work describes a neural network based architecture that represents and estimates object motion in videos. This architecture addresses multiple computer vision tasks such as image segmentation, object representation or characterization, motion analysis and tracking. The use of a neural network architecture allows for the simultaneous estimation of global and local motion and the representation of deformable objects. This architecture also avoids the problem of finding corresponding features while tracking moving objects. Due to the parallel nature of neural networks, the architecture has been implemented on GPUs that allows the system to meet a set of requirements such as: time constraints management, robustness, high processing speed and re-configurability. Experiments are presented that demonstrate the validity of our architecture to solve problems of mobile agents tracking and motion analysis
Towards a Scalable Hardware/Software Co-Design Platform for Real-time Pedestrian Tracking Based on a ZYNQ-7000 Device
Currently, most designers face a daunting task to
research different design flows and learn the intricacies of
specific software from various manufacturers in
hardware/software co-design. An urgent need of creating a
scalable hardware/software co-design platform has become a key
strategic element for developing hardware/software integrated
systems. In this paper, we propose a new design flow for building
a scalable co-design platform on FPGA-based system-on-chip.
We employ an integrated approach to implement a histogram
oriented gradients (HOG) and a support vector machine (SVM)
classification on a programmable device for pedestrian tracking.
Not only was hardware resource analysis reported, but the
precision and success rates of pedestrian tracking on nine open
access image data sets are also analysed. Finally, our proposed
design flow can be used for any real-time image processingrelated
products on programmable ZYNQ-based embedded
systems, which benefits from a reduced design time and provide a
scalable solution for embedded image processing products
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