52,611 research outputs found
Surface Edge Explorer (SEE): Planning Next Best Views Directly from 3D Observations
Surveying 3D scenes is a common task in robotics. Systems can do so
autonomously by iteratively obtaining measurements. This process of planning
observations to improve the model of a scene is called Next Best View (NBV)
planning.
NBV planning approaches often use either volumetric (e.g., voxel grids) or
surface (e.g., triangulated meshes) representations. Volumetric approaches
generalise well between scenes as they do not depend on surface geometry but do
not scale to high-resolution models of large scenes. Surface representations
can obtain high-resolution models at any scale but often require tuning of
unintuitive parameters or multiple survey stages.
This paper presents a scene-model-free NBV planning approach with a density
representation. The Surface Edge Explorer (SEE) uses the density of current
measurements to detect and explore observed surface boundaries. This approach
is shown experimentally to provide better surface coverage in lower computation
time than the evaluated state-of-the-art volumetric approaches while moving
equivalent distances
Cascaded Scene Flow Prediction using Semantic Segmentation
Given two consecutive frames from a pair of stereo cameras, 3D scene flow
methods simultaneously estimate the 3D geometry and motion of the observed
scene. Many existing approaches use superpixels for regularization, but may
predict inconsistent shapes and motions inside rigidly moving objects. We
instead assume that scenes consist of foreground objects rigidly moving in
front of a static background, and use semantic cues to produce pixel-accurate
scene flow estimates. Our cascaded classification framework accurately models
3D scenes by iteratively refining semantic segmentation masks, stereo
correspondences, 3D rigid motion estimates, and optical flow fields. We
evaluate our method on the challenging KITTI autonomous driving benchmark, and
show that accounting for the motion of segmented vehicles leads to
state-of-the-art performance.Comment: International Conference on 3D Vision (3DV), 2017 (oral presentation
EAST: An Efficient and Accurate Scene Text Detector
Previous approaches for scene text detection have already achieved promising
performances across various benchmarks. However, they usually fall short when
dealing with challenging scenarios, even when equipped with deep neural network
models, because the overall performance is determined by the interplay of
multiple stages and components in the pipelines. In this work, we propose a
simple yet powerful pipeline that yields fast and accurate text detection in
natural scenes. The pipeline directly predicts words or text lines of arbitrary
orientations and quadrilateral shapes in full images, eliminating unnecessary
intermediate steps (e.g., candidate aggregation and word partitioning), with a
single neural network. The simplicity of our pipeline allows concentrating
efforts on designing loss functions and neural network architecture.
Experiments on standard datasets including ICDAR 2015, COCO-Text and MSRA-TD500
demonstrate that the proposed algorithm significantly outperforms
state-of-the-art methods in terms of both accuracy and efficiency. On the ICDAR
2015 dataset, the proposed algorithm achieves an F-score of 0.7820 at 13.2fps
at 720p resolution.Comment: Accepted to CVPR 2017, fix equation (3
Understanding Next-Generation VR: Classifying Commodity Clusters for Immersive Virtual Reality
Commodity clusters offer the ability to deliver higher performance computer graphics at lower prices than traditional graphics supercomputers. Immersive virtual reality systems demand notoriously high computational requirements to deliver adequate real-time graphics, leading to the emergence of commodity clusters for immersive virtual reality. Such clusters deliver the graphics power needed by leveraging the combined power of several computers to meet the demands of real-time interactive immersive computer graphics.However, the field of commodity cluster-based virtual reality is still in early stages of development and the field is currently adhoc in nature and lacks order. There is no accepted means for comparing approaches and implementers are left with instinctual or trial-and-error means for selecting an approach.This paper provides a classification system that facilitates understanding not only of the nature of different clustering systems but also the interrelations between them. The system is built from a new model for generalized computer graphics applications, which is based on the flow of data through a sequence of operations over the entire context of the application. Prior models and classification systems have been too focused in context and application whereas the system described here provides a unified means for comparison of works within the field
Sketching space
In this paper, we present a sketch modelling system which we call Stilton. The program resembles a desktop VRML browser, allowing a user to navigate a three-dimensional model in a perspective projection, or panoramic photographs, which the program maps onto the scene as a `floor' and `walls'. We place an imaginary two-dimensional drawing plane in front of the user, and any geometric information that user sketches onto this plane may be reconstructed to form solid objects through an optimization process. We show how the system can be used to reconstruct geometry from panoramic images, or to add new objects to an existing model. While panoramic imaging can greatly assist with some aspects of site familiarization and qualitative assessment of a site, without the addition of some foreground geometry they offer only limited utility in a design context. Therefore, we suggest that the system may be of use in `just-in-time' CAD recovery of complex environments, such as shop floors, or construction sites, by recovering objects through sketched overlays, where other methods such as automatic line-retrieval may be impossible. The result of using the system in this manner is the `sketching of space' - sketching out a volume around the user - and once the geometry has been recovered, the designer is free to quickly sketch design ideas into the newly constructed context, or analyze the space around them. Although end-user trials have not, as yet, been undertaken we believe that this implementation may afford a user-interface that is both accessible and robust, and that the rapid growth of pen-computing devices will further stimulate activity in this area
Prototype system for supporting the incremental modelling of vague geometric configurations
In this paper the need for Intelligent Computer Aided Design (Int.CAD) to jointly support design and learning assistance is introduced. The paper focuses on presenting and exploring the possibility of realizing learning assistance in Int.CAD by introducing a new concept called Shared Learning. Shared Learning is proposed to empower CAD tools with more useful learning capabilities than that currently available and thereby provide a stronger interaction of learning between a designer and a computer. Controlled computational learning is proposed as a means whereby the Shared Learning concept can be realized. The viability of this new concept is explored by using a system called PERSPECT. PERSPECT is a preliminary numerical design tool aimed at supporting the effective utilization of numerical experiential knowledge in design. After a detailed discussion of PERSPECT's numerical design support, the paper presents the results of an evaluation that focuses on PERSPECT's implementation of controlled computational learning and ability to support a designer's need to learn. The paper then discusses PERSPECT's potential as a tool for supporting the Shared Learning concept by explaining how a designer and PERSPECT can jointly learn. There is still much work to be done before the full potential of Shared Learning can be realized. However, the authors do believe that the concept of Shared Learning may hold the key to truly empowering learning in Int.CAD
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