86 research outputs found

    A General-Purpose Graphics Processing Unit (GPGPU)-Accelerated Robotic Controller Using a Low Power Mobile Platform

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    Robotic controllers have to execute various complex independent tasks repeatedly. Massive processing power is required by the motion controllers to compute the solution of these computationally intensive algorithms. General-purpose graphics processing unit (GPGPU)-enabled mobile phones can be leveraged for acceleration of these motion controllers. Embedded GPUs can replace several dedicated computing boards by a single powerful and less power-consuming GPU. In this paper, the inverse kinematic algorithm based numeric controllers is proposed and realized using the GPGPU of a handheld mobile device. This work is the extension of a desktop GPU-accelerated robotic controller presented at DAS’16 where the comparative analysis of different sequential and concurrent controllers is discussed. First of all, the inverse kinematic algorithm is sequentially realized using Arduino-Due microcontroller and the field-programmable gate array (FPGA) is used for its parallel implementation. Execution speeds of these controllers are compared with two different GPGPU architectures (Nvidia Quadro K2200 and Nvidia Shield K1 Tablet), programmed with Compute Unified Device Architecture (CUDA) computing language. Experimental data shows that the proposed mobile platform-based scheme outperform s the FPGA by 5 and boasts a 100 speedup over the Arduino-based sequential implementation

    Machine Learning-based Lie Detector applied to a Novel Annotated Game Dataset

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    Lie detection is considered a concern for everyone in their day to day life given its impact on human interactions. Thus, people normally pay attention to both what their interlocutors are saying and also to their visual appearances, including faces, to try to find any signs that indicate whether the person is telling the truth or not. While automatic lie detection may help us to understand this lying characteristics, current systems are still fairly limited, partly due to lack of adequate datasets to evaluate their performance in realistic scenarios. In this work, we have collected an annotated dataset of facial images, comprising both 2D and 3D information of several participants during a card game that encourages players to lie. Using our collected dataset, We evaluated several types of machine learning-based lie detectors in terms of their generalization, person-specific and cross-domain experiments. Our results show that models based on deep learning achieve the best accuracy, reaching up to 57\% for the generalization task and 63\% when dealing with a single participant. Finally, we also highlight the limitation of the deep learning based lie detector when dealing with cross-domain lie detection tasks

    A Fast and Robust Extrinsic Calibration for RGB-D Camera Networks

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    From object tracking to 3D reconstruction, RGB-Depth (RGB-D) camera networks play an increasingly important role in many vision and graphics applications. Practical applications often use sparsely-placed cameras to maximize visibility, while using as few cameras as possible to minimize cost. In general, it is challenging to calibrate sparse camera networks due to the lack of shared scene features across different camera views. In this paper, we propose a novel algorithm that can accurately and rapidly calibrate the geometric relationships across an arbitrary number of RGB-D cameras on a network. Our work has a number of novel features. First, to cope with the wide separation between different cameras, we establish view correspondences by using a spherical calibration object. We show that this approach outperforms other techniques based on planar calibration objects. Second, instead of modeling camera extrinsic calibration using rigid transformation, which is optimal only for pinhole cameras, we systematically test different view transformation functions including rigid transformation, polynomial transformation and manifold regression to determine the most robust mapping that generalizes well to unseen data. Third, we reformulate the celebrated bundle adjustment procedure to minimize the global 3D reprojection error so as to fine-tune the initial estimates. Finally, our scalable client-server architecture is computationally efficient: the calibration of a five-camera system, including data capture, can be done in minutes using only commodity PCs. Our proposed framework is compared with other state-of-the-arts systems using both quantitative measurements and visual alignment results of the merged point clouds

    Quantitative Evaluation of Dense Skeletons for Image Compression

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    Skeletons are well-known descriptors used for analysis and processing of 2D binary images. Recently, dense skeletons have been proposed as an extension of classical skeletons as a dual encoding for 2D grayscale and color images. Yet, their encoding power, measured by the quality and size of the encoded image, and how these metrics depend on selected encoding parameters, has not been formally evaluated. In this paper, we fill this gap with two main contributions. First, we improve the encoding power of dense skeletons by effective layer selection heuristics, a refined skeleton pixel-chain encoding, and a postprocessing compression scheme. Secondly, we propose a benchmark to assess the encoding power of dense skeletons for a wide set of natural and synthetic color and grayscale images. We use this benchmark to derive optimal parameters for dense skeletons. Our method, called Compressing Dense Medial Descriptors (CDMD), achieves higher-compression ratios at similar quality to the well-known JPEG technique and, thereby, shows that skeletons can be an interesting option for lossy image encoding

    Evaluation of the relationships between saliency maps and keypoints

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    The saliency map is proposed by Itti et al., to represent the conspicuity or saliency in the visual field and to guide the selection of attended locations based on the spatial distribution of saliency, which works as the trigger of bottom-up attention. If a certain location in the visual field is sufficiently different from its surrounding, we naturally pay attention to the characteristic of visual scene. In the research of computer vision, image feature extraction methods such as Scale-Invariant Feature Transform (SIFT), Speed-Up Robust Features (SURF), Binary Robust Invariant Scalable Keypoint (BRISK) etc., have been proposed to extract keypoints robust to size change or rotation of target objects. These feature extraction methods are inevitable techniques for image mosaicking and Visual SLAM (Simultaneous Localization and Mapping), on the other hand, have big influence to photographing condition change of luminance, defocusing and so on. However, the relation between human attention model, Saliency map, and feature extraction methods in computer vision is not well discussed. In this paper, we propose a new saliency map and discuss the stability of keypoints extraction and their locations using BRISK by comparing other saliency maps

    Highly accurate and fully automatic 3D head pose estimation and eye gaze estimation using RGB-D sensors and 3D morphable models

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    The research presented in the paper was funded by grant F506-FSA of the Auto21 Networks of Centers of Excellence Program of Canada.This work addresses the problem of automatic head pose estimation and its application in 3D gaze estimation using low quality RGB-D sensors without any subject cooperation or manual intervention. The previous works on 3D head pose estimation using RGB-D sensors require either an offline step for supervised learning or 3D head model construction, which may require manual intervention or subject cooperation for complete head model reconstruction. In this paper, we propose a 3D pose estimator based on low quality depth data, which is not limited by any of the aforementioned steps. Instead, the proposed technique relies on modeling the subject's face in 3D rather than the complete head, which, in turn, relaxes all of the constraints in the previous works. The proposed method is robust, highly accurate and fully automatic. Moreover, it does not need any offline step. Unlike some of the previous works, the method only uses depth data for pose estimation. The experimental results on the Biwi head pose database confirm the efficiency of our algorithm in handling large pose variations and partial occlusion. We also evaluated the performance of our algorithm on IDIAP database for 3D head pose and eye gaze estimation.Publisher PDFPeer reviewe

    Final report key contents: main results accomplished by the EU-Funded project IM-CLeVeR - Intrinsically Motivated Cumulative Learning Versatile Robots

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    This document has the goal of presenting the main scientific and technological achievements of the project IM-CLeVeR. The document is organised as follows: 1. Project executive summary: a brief overview of the project vision, objectives and keywords. 2. Beneficiaries of the project and contacts: list of Teams (partners) of the project, Team Leaders and contacts. 3. Project context and objectives: the vision of the project and its overall objectives 4. Overview of work performed and main results achieved: a one page overview of the main results of the project 5. Overview of main results per partner: a bullet-point list of main results per partners 6. Main achievements in detail, per partner: a throughout explanation of the main results per partner (but including collaboration work), with also reference to the main publications supporting them
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