37 research outputs found

    Perceived motion in structure from motion: Pointing responses to the axis of rotation

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    We investigated the ability to match finger orientation to the direction of the axis of rotation in structure-from-motion displays. Preliminary experiments verified that subjects could accurately use the index finger to report direction. The remainder of the experiments studied the perception of the axis of rotation from full rotations of a group of discrete points, the profiles of a rotating ellipsoid, and two views of a group of discrete points. Subjects' responses were analyzed by decomposing the pointing responses into their slant and tilt components. Overall, the results indicated that subjects were sensitive to both slant and tilt. However, when the axis of rotation was near the viewing direction, subjects had difficulty reporting tilt with profiles and two views and showed a large bias in their slant judgments with two views and full rotations. These results are not entirely consistent with theoretical predictions. The results, particularly for two views, suggest that additional constraints are used by humans in the recovery of structure from motion

    Imposing Semi-Local Geometric Constraints for Accurate Correspondences Selection in Structure from Motion: A Game-Theoretic Perspective

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    Most Structure from Motion pipelines are based on the iterative refinement of an initial batch of feature correspondences. Typically this is performed by selecting a set of match candidates based on their photometric similarity; an initial estimate of camera intrinsic and extrinsic parameters is then computed by minimizing the reprojection error. Finally, outliers in the initial correspondences are filtered by enforcing some global geometric property such as the epipolar constraint. In the literature many different approaches have been proposed to deal with each of these three steps, but almost invariably they separate the first inlier selection step, which is based only on local image properties, from the enforcement of global geometric consistency. Unfortunately, these two steps are not independent since outliers can lead to inaccurate parameter estimation or even prevent convergence, leading to the well known sensitivity of all filtering approaches to the number of outliers, especially in the presence of structured noise, which can arise, for example, when the images present several repeated patterns. In this paper we introduce a novel stereo correspondence selection scheme that casts the problem into a Game-Theoretic framework in order to guide the inlier selection towards a consistent subset of correspondences. This is done by enforcing geometric constraints that do not depend on full knowledge of the motion parameters but rather on some semi-local property that can be estimated from the local appearance of the image features. The practical effectiveness of the proposed approach is confirmed by an extensive set of experiments and comparisons with state-of-the-art techniques

    A Model of the Acquisition of Object Representations in Human 3D Visual Recognition

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    A common approach to the study of visual recognition postulates that there exist in the visual system representations of familiar objects and scenes. To recognize an object, the system compares it with each of the stored models. Such a comparison would appear possible only after the input image and the stored representations are brought to a common form. Consequently, the nature of representation must be reflected in the performance of the system [7]

    DIRAC: Detection and identification of rare audio-visual events

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    The DIRAC project was an integrated project that was carried out between January 1st 2006 and December 31st 2010. It was funded by the European Commission within the Sixth Framework Research Programme (FP6) under contract number IST-027787. Ten partners joined forces to investigate the concept of rare events in machine and cognitive systems, and developed multi-modal technology to identify such events and deal with them in audio-visual applications. This document summarizes the project and its achievements. In Section 2 we present the research and engineering problem that the project set out to tackle, and discuss why we believe that advance made on solving these problems will get us closer to achieving the general objective of building artificial cognitive system with cognitive capabilities. We describe the approach taken to solving the problem, detailing the theoretical framework we came up with. We further describe how the inter-disciplinary nature of our research and evidence collected from biological and cognitive systems gave us the necessary insights and support for the proposed approach. In Section 3 we describe our efforts towards system design that follow the principles identified in our theoretical investigation. In Section 4 we describe a variety of algorithms we have developed in the context of different applications, to implement the theoretical framework described in Section 2. In Section 5 we describe algorithmic progress on a variety of questions that concern the learning of those rare events as defined in our Section 2. Finally, in Section 6 we describe our application scenarios, an integrated test-bed developed to test our algorithms in an integrated way
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