112 research outputs found

    Recognizing Human Motion Using Eigensequences

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    This paper presents a novel method for motion recognition. The approach is based on 3D motion data. The captured motion is divided into sequences, which are sets of contiguous postures over time. Each sequence is then classified into one of the recognizable action classes by means of a PCA based method. The proposed approach is able to perform automatic recognition of movements containing more than one class of action. The advantages of this technique are that it can be easily extended to recognize many action classes and, most of all, that the recognition process is real-time. In order to fully understand the capabilities of the proposed method, the approach has been implemented and tested in a virtual environment. Several experimental results are also provided and discussed

    Recognizing Human Motion Using Eigensequences

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    This paper presents a novel method for motion recognition. The approach is based on 3D motion data. The captured motion is divided into sequences, which are sets of contiguous postures over time. Each sequence is then classified into one of the recognizable action classes by means of a PCA based method. The proposed approach is able to perform automatic recognition of movements containing more than one class of action. The advantages of this technique are that it can be easily extended to recognize many action classes and, most of all, that the recognition process is real-time. In order to fully understand the capabilities of the proposed method, the approach has been implemented and tested in a virtual environment. Several experimental results are also provided and discussed

    A model-based approach to recovering the structure of a plant from images

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    We present a method for recovering the structure of a plant directly from a small set of widely-spaced images. Structure recovery is more complex than shape estimation, but the resulting structure estimate is more closely related to phenotype than is a 3D geometric model. The method we propose is applicable to a wide variety of plants, but is demonstrated on wheat. Wheat is made up of thin elements with few identifiable features, making it difficult to analyse using standard feature matching techniques. Our method instead analyses the structure of plants using only their silhouettes. We employ a generate-and-test method, using a database of manually modelled leaves and a model for their composition to synthesise plausible plant structures which are evaluated against the images. The method is capable of efficiently recovering accurate estimates of plant structure in a wide variety of imaging scenarios, with no manual intervention

    Volumetric performance capture from minimal camera viewpoints

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    We present a convolutional autoencoder that enables high fidelity volumetric reconstructions of human performance to be captured from multi-view video comprising only a small set of camera views. Our method yields similar end-to-end reconstruction error to that of a probabilistic visual hull computed using significantly more (double or more) viewpoints. We use a deep prior implicitly learned by the autoencoder trained over a dataset of view-ablated multi-view video footage of a wide range of subjects and actions. This opens up the possibility of high-end volumetric performance capture in on-set and prosumer scenarios where time or cost prohibit a high witness camera count

    Engineering Art Galleries

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    The Art Gallery Problem is one of the most well-known problems in Computational Geometry, with a rich history in the study of algorithms, complexity, and variants. Recently there has been a surge in experimental work on the problem. In this survey, we describe this work, show the chronology of developments, and compare current algorithms, including two unpublished versions, in an exhaustive experiment. Furthermore, we show what core algorithmic ingredients have led to recent successes

    Generalized Multi-Camera Scene Reconstruction Using Graph Cuts

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    Reconstructing a 3-D scene from more than one camera is a classical problem in computer vision. One of the major sources of difficulty is the fact that not all scene elements are visible from all cameras. In the last few years, two promising approaches have been developed [. . .] that formulate the scene reconstruction problem in terms of energy minimization, and minimize the energy using graph cuts. These energy minimization approaches treat the input images symmetrically, handle visibility constraints correctly, and allow spatial smoothness to be enforced. However, these algorithm propose different problem formulations, and handle a limited class of smoothness terms. One algorithm [. . .] uses a problem formulation that is restricted to two-camera stereo, and imposes smoothness between a pair of cameras. The other algorithm [. . .] can handle an arbitrary number of cameras, but imposes smoothness only with respect to a single camera. In this paper we give a more general energy minimization formulation for the problem, which allows a larger class of spatial smoothness constraints. We show that our formulation includes both of the previous approaches as special cases, as well as permitting new energy functions. Experimental results on real data with ground truth are also included.Engineering and Applied Science

    Globally Optimal Spatio-temporal Reconstruction from Cluttered Videos

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    International audienceWe propose a method for multi-view reconstruction from videos adapted to dynamic cluttered scenes under uncontrolled imaging conditions. Taking visibility into account, and being based on a global optimization of a true spatio-temporal energy, it oilers several desirable properties: no need for silhouettes, robustness to noise, independent from any initialization, no heuristic force, reduced flickering results, etc. Results on real-world data proves the potential of what is, to our knowledge, the only globally optimal spatio-temporal multi-view reconstruction method

    Single view silhouette fitting techniques for estimating tennis racket position

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    Stereo camera systems have been used to track markers attached to a racket, allowing its position to be obtained in three-dimensional (3D) space. Typically, markers are manually selected on the image plane, but this can be time-consuming. A markerless system based on one stationary camera estimating 3D racket position data is desirable for research and play. The markerless method presented in this paper relies on a set of racket silhouette views in a common reference frame captured with a calibrated camera and a silhouette of a racket captured with a camera whose relative pose is outside the common reference frame. The aim of this paper is to provide validation of these single view fitting techniques to estimate the pose of a tennis racket. This includes the development of a calibration method to provide the relative pose of a stationary camera with respect to a racket. Mean static racket position was reconstructed to within ±2 mm. Computer generated camera poses and silhouette views of a full size racket model were used to demonstrate the potential of the method to estimate 3D racket position during a simplified serve scenario. From a camera distance of 14 m, 3D racket position was estimated providing a spatial accuracy of 1.9 ± 0.14 mm, similar to recent 3D video marker tracking studies of tennis

    A Survey of Methods for Volumetric Scene Reconstruction from Photographs

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    Scene reconstruction, the task of generating a 3D model of a scene given multiple 2D photographs taken of the scene, is an old and difficult problem in computer vision. Since its introduction, scene reconstruction has found application in many fields, including robotics, virtual reality, and entertainment. Volumetric models are a natural choice for scene reconstruction. Three broad classes of volumetric reconstruction techniques have been developed based on geometric intersections, color consistency, and pair-wise matching. Some of these techniques have spawned a number of variations and undergone considerable refinement. This paper is a survey of techniques for volumetric scene reconstruction
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