32 research outputs found

    Frontal-view gait recognition by intra- and inter-frame rectangle size distribution

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    peer reviewedCurrent trends seem to accredit gait as a sensible biometric feature for human identification, at least in a multimodal system. In addition to being a robust feature, gait is hard to fake and requires no cooperation from the user. As in many video systems, the recognition confidence relies on the angle of view of the camera and on the illumination conditions, inducing a sensitivity to operational conditions that one may wish to lower. In this paper we present an efficient approach capable of recognizing people in frontal-view video sequences. The approach uses an intra-frame description of silhouettes which consists of a set of rectangles that will fit into any closed silhouette. A dynamic, inter-frame, dimension is then added by aggregating the size distributions of these rectangles over multiple successive frames. For each new frame, the inter-frame gait signature is updated and used to estimate the identity of the person detected in the scene. Finally, in order to smooth the decision on the identity, a majority vote is applied to previous results. In the final part of this article, we provide experimental results and discuss the accuracy of the classification for our own database of 21 known persons, and for a public database of 25 persons

    ViBe: A universal background subtraction algorithm for video sequences

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    This paper presents a technique for motion detection that incorporates several innovative mechanisms. For example, our proposed technique stores, for each pixel, a set of values taken in the past at the same location or in the neighborhood. It then compares this set to the current pixel value in order to determine whether that pixel belongs to the background, and adapts the model by choosing randomly which values to substitute from the background model. This approach differs from those based on the classical belief that the oldest values should be replaced first. Finally, when the pixel is found to be part of the background, its value is propagated into the background model of a neighboring pixel. We describe our method in full details (including pseudocode and the parameter values used) and compare it to other background subtraction techniques. Efficiency figures show that our method outperforms recent and proven state-of-the-art methods in terms of both computation speed and detection rate. We also analyze the performance of a downscaled version of our algorithm to the absolute minimum of one comparison and one byte of memory per pixel. It appears that even such a simplified version of our algorithm performs better than mainstream techniques. There is a dedicated web page for ViBe at http://www.telecom.ulg.ac.be/research/vibe

    Dynamic NeRFs for Soccer Scenes

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    The long-standing problem of novel view synthesis has many applications, notably in sports broadcasting. Photorealistic novel view synthesis of soccer actions, in particular, is of enormous interest to the broadcast industry. Yet only a few industrial solutions have been proposed, and even fewer that achieve near-broadcast quality of the synthetic replays. Except for their setup of multiple static cameras around the playfield, the best proprietary systems disclose close to no information about their inner workings. Leveraging multiple static cameras for such a task indeed presents a challenge rarely tackled in the literature, for a lack of public datasets: the reconstruction of a large-scale, mostly static environment, with small, fast-moving elements. Recently, the emergence of neural radiance fields has induced stunning progress in many novel view synthesis applications, leveraging deep learning principles to produce photorealistic results in the most challenging settings. In this work, we investigate the feasibility of basing a solution to the task on dynamic NeRFs, i.e., neural models purposed to reconstruct general dynamic content. We compose synthetic soccer environments and conduct multiple experiments using them, identifying key components that help reconstruct soccer scenes with dynamic NeRFs. We show that, although this approach cannot fully meet the quality requirements for the target application, it suggests promising avenues toward a cost-efficient, automatic solution. We also make our work dataset and code publicly available, with the goal to encourage further efforts from the research community on the task of novel view synthesis for dynamic soccer scenes. For code, data, and video results, please see https://soccernerfs.isach.be.Comment: Accepted at the 6th International ACM Workshop on Multimedia Content Analysis in Sports. 8 pages, 9 figures. Project page: https://soccernerfs.isach.b

    A platform for the fast interpretation of movements and localization of users in 3D applications driven by a range camera

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    Interactivity is one of the key challenges for immersive applications like gaming. Manufacturers have been working towards interfaces that are driven by a device (e.g. a Wiimote) or interfaces that are controlled by a camera with a subsequent computer vision module. Both approaches have unique advantages, but they do not permit to localize users in the scene with an appropriate accuracy. Therefore, we propose to use both a range camera and accurate range sensors to enable the interpretation of movements. This paper describes a platform that uses a range camera to acquire the silhouettes of users, regardless of illumination, and to improve the pose recovery with range information after some image processing steps. In addition, to circumvent the difficult process of calibration required to map range values to physical distances, we complete the system with several range laser sensors. These sensors are located in a horizontal plane, and measure distances up to a few centimeters. We combine all these measurements to obtain a localization map, used to locate users in the scene at a negligible computational cost. Our method fills a gap in 3D applications that requires absolute positions.Peer reviewe

    Observables in Topological Yang-Mills Theories With Extended Shift Supersymmetry

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    We present a complete classification, at the classical level, of the observables of topological Yang-Mills theories with an extended shift supersymmetry of N generators, in any space-time dimension. The observables are defined as the Yang-Mills BRST cohomology classes of shift supersymmetry invariants. These cohomology classes turn out to be solutions of an N-extension of Witten's equivariant cohomology. This work generalizes results known in the case of shift supersymmetry with a single generator.Comment: 27 pages, Late

    An evaluation of pixel-based methods for the detection of floating objects on the sea surface

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    Ship-based automatic detection of small floating objects on an agitated sea surface remains a hard problem. Our main concern is the detection of floating mines, which proved a real threat to shipping in confined waterways during the first Gulf War, but applications include salvaging, search-and-rescue operation, perimeter, or harbour defense. Detection in infrared (IR) is challenging because a rough sea is seen as a dynamic background of moving objects with size order, shape, and temperature similar to those of the floating mine. In this paper we have applied a selection of background subtraction algorithms to the problem, and we show that the recent algorithms such as ViBe and behaviour subtraction, which take into account spatial and temporal correlations within the dynamic scene, significantly outperformthe more conventional parametric techniques, with only little prior assumptions about the physical properties of the scene

    Observables in Topological Theories: A Superspace Formulation

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    Observables of topological Yang-Mills theory were defined by Witten as the classes of an equivariant cohomology. We propose to define them alternatively as the BRST cohomology classes of a superspace version of the theory, where BRST invariance is associated to super Yang-Mills invariance. We provide and discuss the general solution of this cohomology.Comment: Prepared for International Conference on Renormalization Group and Anomalies in Gravity and Cosmology (IRGA 2003), Ouro Preto, MG, Brazil, 17-23 Mar 200

    Dynamic NeRFs for Soccer Scenes

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    peer reviewedThe long-standing problem of novel view synthesis has many applications, notably in sports broadcasting. Photorealistic novel view synthesis of soccer actions, in particular, is of enormous interest to the broadcast industry. Yet only a few industrial solutions have been proposed, and even fewer that achieve near-broadcast quality of the synthetic replays. Except for their setup of multiple static cameras around the playfield, the best proprietary systems disclose close to no information about their inner workings. Leveraging multiple static cameras for such a task indeed presents a challenge rarely tackled in the literature, for a lack of public datasets: the reconstruction of a large-scale, mostly static environment, with small, fast-moving elements. Recently, the emergence of neural radiance fields has induced stunning progress in many novel view synthesis applications, leveraging deep learning principles to produce photorealistic results in the most challenging settings. In this work, we investigate the feasibility of basing a solution to the task on dynamic NeRFs, i.e., neural models purposed to reconstruct general dynamic content. We compose synthetic soccer environments and conduct multiple experiments using them, identifying key components that help reconstruct soccer scenes with dynamic NeRFs. We show that, although this approach cannot fully meet the quality requirements for the target application, it suggests promising avenues toward a cost-efficient, automatic solution. We also make our work dataset and code publicly available, with the goal to encourage further efforts from the research community on the task of novel view synthesis for dynamic soccer scenes. For code, data, and video results, please see https://soccernerfs.isach.be

    Camera Calibration and Player Localization in SoccerNet-v2 and Investigation of their Representations for Action Spotting

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    peer reviewedSoccer broadcast video understanding has been drawing a lot of attention in recent years within data scientists and industrial companies. This is mainly due to the lucrative potential unlocked by effective deep learning techniques developed in the field of computer vision. In this work, we focus on the topic of camera calibration and on its current limitations for the scientific community. More precisely, we tackle the absence of a large-scale calibration dataset and of a public calibration network trained on such a dataset. Specifically, we distill a powerful commercial calibration tool in a recent neural network architecture on the large-scale SoccerNet dataset, composed of untrimmed broadcast videos of 500 soccer games. We further release our distilled network, and leverage it to provide 3 ways of representing the calibration results along with player localization. Finally, we exploit those representations within the current best architecture for the action spotting task of SoccerNet-v2, and achieve new state-of-the-art performances.DeepSpor

    Finiteness of PST self-dual models

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    The Pasti-Sorokin-Tonin model for describing chiral forms is considered at the quantum level. We study the ultraviolet and infrared behaviour of the model in two, four and six dimensions in the framework of algebraic renormalization. The absence of anomalies, as well as the finiteness, up to non-physical renormalizations, are shown in all dimensions analyzed.Comment: 19 page
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