1,934 research outputs found

    Convergence analysis and validation of low cost distance metrics for computational cost reduction of the Iterative Closest Point algorithm

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    The Iterative Closest Point algorithm (ICP) is commonly used in engineering applications to solve the rigid registration problem of partially overlapped point sets which are pre-aligned with a coarse estimate of their relative positions. This iterative algorithm is applied in many areas such as the medicine for volumetric reconstruction of tomography data, in robotics to reconstruct surfaces or scenes using range sensor information, in industrial systems for quality control of manufactured objects or even in biology to study the structure and folding of proteins. One of the algorithm’s main problems is its high computational complexity (quadratic in the number of points with the non-optimized original variant) in a context where high density point sets, acquired by high resolution scanners, are processed. Many variants have been proposed in the literature whose goal is the performance improvement either by reducing the number of points or the required iterations or even enhancing the complexity of the most expensive phase: the closest neighbor search. In spite of decreasing its complexity, some of the variants tend to have a negative impact on the final registration precision or the convergence domain thus limiting the possible application scenarios. The goal of this work is the improvement of the algorithm’s computational cost so that a wider range of computationally demanding problems from among the ones described before can be addressed. For that purpose, an experimental and mathematical convergence analysis and validation of point-to-point distance metrics has been performed taking into account those distances with lower computational cost than the Euclidean one, which is used as the de facto standard for the algorithm’s implementations in the literature. In that analysis, the functioning of the algorithm in diverse topological spaces, characterized by different metrics, has been studied to check the convergence, efficacy and cost of the method in order to determine the one which offers the best results. Given that the distance calculation represents a significant part of the whole set of computations performed by the algorithm, it is expected that any reduction of that operation affects significantly and positively the overall performance of the method. As a result, a performance improvement has been achieved by the application of those reduced cost metrics whose quality in terms of convergence and error has been analyzed and validated experimentally as comparable with respect to the Euclidean distance using a heterogeneous set of objects, scenarios and initial situations

    Computational Analysis of Distance Operators for the Iterative Closest Point Algorithm

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    The Iterative Closest Point (ICP) algorithm is currently one of the most popular methods for rigid registration so that it has become the standard in the Robotics and Computer Vision communities. Many applications take advantage of it to align 2D/3D surfaces due to its popularity and simplicity. Nevertheless, some of its phases present a high computational cost thus rendering impossible some of its applications. In this work, it is proposed an efficient approach for the matching phase of the Iterative Closest Point algorithm. This stage is the main bottleneck of that method so that any efficiency improvement has a great positive impact on the performance of the algorithm. The proposal consists in using low computational cost point-to-point distance metrics instead of classic Euclidean one. The candidates analysed are the Chebyshev and Manhattan distance metrics due to their simpler formulation. The experiments carried out have validated the performance, robustness and quality of the proposal. Different experimental cases and configurations have been set up including a heterogeneous set of 3D figures, several scenarios with partial data and random noise. The results prove that an average speed up of 14% can be obtained while preserving the convergence properties of the algorithm and the quality of the final results

    Vehicular traffic surveillance and road lane detection using radar interferometry

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    Speed enforcement on public roadways is an important issue in order to guarantee road security and to reduce the number and seriousness of traffic accidents. Traditionally, this task has been partially solved using radar and/or laser technologies and, more recently, using video-camera based systems. All these systems have significant shortcomings that have yet to be overcome. The main drawback of classical Doppler radar technology is that the velocity measurement fails when several vehicles are in the radars beam. Modern radar systems are able to measure speed and range between vehicle and radar. However, this is not enough to discriminate the lane where the vehicle is driving on. The limitation of several vehicles in the beam is overcome using laser technology. However, laser systems have another important limitation: They cannot measure the speed of several vehicles simultaneously. Novel video-camera systems, based on license plate identification, solve the previous drawbacks, but they have the problem that they can only measure average speed but never top-speed. This paper studies the feasibility of using an interferometric linear frequency modulated continuous wave radar to improve top-speed enforcement on roadways. Two different systems based on down-the-road and across-the-road radar configurations are presented. The main advantage of the proposed solutions is they can simultaneously measure speed, range, and lane of several vehicles, allowing the univocal identification of the offenders. A detailed analysis about the operation and accuracy of these solutions is reported. In addition, the feasibility of the proposed techniques has been demonstrated with simulations and real experiments using a Ka-band interferometric radar developed by our research group

    UnrealROX: an extremely photorealistic virtual reality environment for robotics simulations and synthetic data generation

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    Data-driven algorithms have surpassed traditional techniques in almost every aspect in robotic vision problems. Such algorithms need vast amounts of quality data to be able to work properly after their training process. Gathering and annotating that sheer amount of data in the real world is a time-consuming and error-prone task. Those problems limit scale and quality. Synthetic data generation has become increasingly popular since it is faster to generate and automatic to annotate. However, most of the current datasets and environments lack realism, interactions, and details from the real world. UnrealROX is an environment built over Unreal Engine 4 which aims to reduce that reality gap by leveraging hyperrealistic indoor scenes that are explored by robot agents which also interact with objects in a visually realistic manner in that simulated world. Photorealistic scenes and robots are rendered by Unreal Engine into a virtual reality headset which captures gaze so that a human operator can move the robot and use controllers for the robotic hands; scene information is dumped on a per-frame basis so that it can be reproduced offline to generate raw data and ground truth annotations. This virtual reality environment enables robotic vision researchers to generate realistic and visually plausible data with full ground truth for a wide variety of problems such as class and instance semantic segmentation, object detection, depth estimation, visual grasping, and navigation.Instituto Universitario de Investigación en Informática. This work has been also funded by the Spanish Government TIN2016-76515-R Grant for the COMBAHO project, supported with Feder funds. This work has also been supported by three Spanish national grants for Ph.D. studies (FPU15/04516, FPU17/00166, and ACIF/2018/197), by the University of Alicante Project GRE16-19, and by the Valencian Government Project GV/2018/022. Experiments were made possible by a generous hardware donation from NVIDIA

    A survey on deep learning techniques for image and video semantic segmentation

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    Image semantic segmentation is more and more being of interest for computer vision and machine learning researchers. Many applications on the rise need accurate and efficient segmentation mechanisms: autonomous driving, indoor navigation, and even virtual or augmented reality systems to name a few. This demand coincides with the rise of deep learning approaches in almost every field or application target related to computer vision, including semantic segmentation or scene understanding. This paper provides a review on deep learning methods for semantic segmentation applied to various application areas. Firstly, we formulate the semantic segmentation problem and define the terminology of this field as well as interesting background concepts. Next, the main datasets and challenges are exposed to help researchers decide which are the ones that best suit their needs and goals. Then, existing methods are reviewed, highlighting their contributions and their significance in the field. We also devote a part of the paper to review common loss functions and error metrics for this problem. Finally, quantitative results are given for the described methods and the datasets in which they were evaluated, following up with a discussion of the results. At last, we point out a set of promising future works and draw our own conclusions about the state of the art of semantic segmentation using deep learning techniques.This work has been funded by the Spanish Government TIN2016-76515-R funding for the COMBAHO project, supported with Feder funds. It has also been supported by a Spanish national grant for PhD studies FPU15/04516 (Alberto Garcia-Garcia). In addition, it was also funded by the grant Ayudas para Estudios de Master e Iniciacion a la Investigacion from the University of Alicante

    Nurses' and midwives' perceptions and strategies to cope with perinatal death situations: A systematic literature review

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    Aim The aim of this paper is to describe the strategies used by nurses and midwives to cope with experiences of dealing with perinatal death and maintain their satisfaction at work. Design Systematic literature review, in accordance with the PRISMA Declaration. Data Sources (2000–2021) Web of Science, PubMed, Scopus, CINALH and Dialnet, for articles in English and Spanish from the period between January 2000 and March 2021. Review Methods The outcome of the review was the perceptions of nurses and midwives who have cared for people in a situation of perinatal loss. Results Thirteen studies were identified that evaluated the attitudes, experiences and needs of these healthcare professionals. The combined size of all samples was 2196 participants. Conclusions The negative effects on these professionals' satisfaction with their situation at work could be mitigated by covering their needs for knowledge, experience, and emotional and technical skills to deal with such events. Impact As potential protective factors against dissatisfaction in nurses and midwives during perinatal death experiences, we identified older age and experience in perinatal care and coping strategies based on communicating one's feelings to peers, empathetic listening to the families cared for, training and institutional support.Funding for open access charge: Universidad de Huelva / CBUA

    Effect of positioning on the accuracy of decision making of association football top-class referees and assistant referees during competitive matches

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    The aim of this study was to examine the effect of positioning on the correctness of decision making of top-class referees and assistant referees during international games. Match analyses were carried out during the Fe´de´ration Internationale de Football Association (FIFA) Confederations Cup 2009 and 380 foul play incidents and 165 offside situations were examined. The error percentage for the referees when indicating the incidents averaged 14%. The lowest error percentage occurred in the central area of the field, where the collaboration of the assistant referee is limited, and was achieved when indicating the incidents from a distance of 11–15 m, whereas this percentage peaked (23%) in the last 15-min match period. The error rate for the assistant referees was 13%. Distance of the assistant referee to the offside line did not have an impact on the quality of the offside decision. The risk of making incorrect decisions was reduced when the assistant referees viewed the offside situations from an angle between 46 and 608. Incorrect offside decisions occurred twice as often in the second as in the first half of the games. Perceptual-cognitive training sessions specific to the requirements of the game should be implemented in the weekly schedule of football officials to reduce the overall error rate

    UnrealROX+: An Improved Tool for Acquiring Synthetic Data from Virtual 3D Environments

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    Synthetic data generation has become essential in last years for feeding data-driven algorithms, which surpassed traditional techniques performance in almost every computer vision problem. Gathering and labelling the amount of data needed for these data-hungry models in the real world may become unfeasible and error-prone, while synthetic data give us the possibility of generating huge amounts of data with pixel-perfect annotations. However, most synthetic datasets lack from enough realism in their rendered images. In that context UnrealROX generation tool was presented in 2019, allowing to generate highly realistic data, at high resolutions and framerates, with an efficient pipeline based on Unreal Engine, a cutting-edge videogame engine. UnrealROX enabled robotic vision researchers to generate realistic and visually plausible data with full ground truth for a wide variety of problems such as class and instance semantic segmentation, object detection, depth estimation, visual grasping, and navigation. Nevertheless, its workflow was very tied to generate image sequences from a robotic on-board camera, making hard to generate data for other purposes. In this work, we present UnrealROX+, an improved version of UnrealROX where its decoupled and easy-to-use data acquisition system allows to quickly design and generate data in a much more flexible and customizable way. Moreover, it is packaged as an Unreal plug-in, which makes it more comfortable to use with already existing Unreal projects, and it also includes new features such as generating albedo or a Python API for interacting with the virtual environment from Deep Learning frameworks.Spanish Government PID2019-104818RB-I00 grant for the MoDeaAS project, supported with Feder funds. This work has also been supported by Spanish national grants for PhD studies FPU17/00166,ACIF/2018/197 and UAFPU2019-13. Experiments were made possible by a generous hardware donation from NVIDIA

    A Review on Deep Learning Techniques for Video Prediction

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    The ability to predict, anticipate and reason about future outcomes is a key component of intelligent decision-making systems. In light of the success of deep learning in computer vision, deep-learning-based video prediction emerged as a promising research direction. Defined as a self-supervised learning task, video prediction represents a suitable framework for representation learning, as it demonstrated potential capabilities for extracting meaningful representations of the underlying patterns in natural videos. Motivated by the increasing interest in this task, we provide a review on the deep learning methods for prediction in video sequences. We firstly define the video prediction fundamentals, as well as mandatory background concepts and the most used datasets. Next, we carefully analyze existing video prediction models organized according to a proposed taxonomy, highlighting their contributions and their significance in the field. The summary of the datasets and methods is accompanied with experimental results that facilitate the assessment of the state of the art on a quantitative basis. The paper is summarized by drawing some general conclusions, identifying open research challenges and by pointing out future research directions.This work has been funded by the Spanish Government PID2019-104818RB-I00 grant for the MoDeaAS project, supported with Feder funds. This work has also been supported by two Spanish national grants for PhD studies, FPU17/00166, and ACIF/2018/197 respectively

    H-GAN: the power of GANs in your Hands

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    We present HandGAN (H-GAN), a cycle-consistent adversarial learning approach implementing multi-scale perceptual discriminators. It is designed to translate synthetic images of hands to the real domain. Synthetic hands provide complete ground-truth annotations, yet they are not representative of the target distribution of real-world data. We strive to provide the perfect blend of a realistic hand appearance with synthetic annotations. Relying on image-to-image translation, we improve the appearance of synthetic hands to approximate the statistical distribution underlying a collection of real images of hands. H-GAN tackles not only the cross-domain tone mapping but also structural differences in localized areas such as shading discontinuities. Results are evaluated on a qualitative and quantitative basis improving previous works. Furthermore, we relied on the hand classification task to claim our generated hands are statistically similar to the real domain of hand.Spanish Government PID2019-104818RB-I00 grant for the MoDeaAS project, supported with Feder funds. This work has also been supported by two Spanish national grants for PhD studies, FPU17/00166, and ACIF/2018/197 respectively
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