14 research outputs found

    Towards Scene Understanding with Detailed 3D Object Representations

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    Current approaches to semantic image and scene understanding typically employ rather simple object representations such as 2D or 3D bounding boxes. While such coarse models are robust and allow for reliable object detection, they discard much of the information about objects' 3D shape and pose, and thus do not lend themselves well to higher-level reasoning. Here, we propose to base scene understanding on a high-resolution object representation. An object class - in our case cars - is modeled as a deformable 3D wireframe, which enables fine-grained modeling at the level of individual vertices and faces. We augment that model to explicitly include vertex-level occlusion, and embed all instances in a common coordinate frame, in order to infer and exploit object-object interactions. Specifically, from a single view we jointly estimate the shapes and poses of multiple objects in a common 3D frame. A ground plane in that frame is estimated by consensus among different objects, which significantly stabilizes monocular 3D pose estimation. The fine-grained model, in conjunction with the explicit 3D scene model, further allows one to infer part-level occlusions between the modeled objects, as well as occlusions by other, unmodeled scene elements. To demonstrate the benefits of such detailed object class models in the context of scene understanding we systematically evaluate our approach on the challenging KITTI street scene dataset. The experiments show that the model's ability to utilize image evidence at the level of individual parts improves monocular 3D pose estimation w.r.t. both location and (continuous) viewpoint.Comment: International Journal of Computer Vision (appeared online on 4 November 2014). Online version: http://link.springer.com/article/10.1007/s11263-014-0780-

    Unsupervised Activity Segmentation by Joint Representation Learning and Online Clustering

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    We present a novel approach for unsupervised activity segmentation, which uses video frame clustering as a pretext task and simultaneously performs representation learning and online clustering. This is in contrast with prior works where representation learning and clustering are often performed sequentially. We leverage temporal information in videos by employing temporal optimal transport. In particular, we incorporate a temporal regularization term which preserves the temporal order of the activity into the standard optimal transport module for computing pseudo-label cluster assignments. The temporal optimal transport module enables our approach to learn effective representations for unsupervised activity segmentation. Furthermore, previous methods require storing learned features for the entire dataset before clustering them in an offline manner, whereas our approach processes one mini-batch at a time in an online manner. Extensive evaluations on three public datasets, i.e. 50-Salads, YouTube Instructions, and Breakfast, and our dataset, i.e., Desktop Assembly, show that our approach performs on par or better than previous methods for unsupervised activity segmentation, despite having significantly less memory constraints.Comment: Preprint. Under revie

    Permutation-Aware Action Segmentation via Unsupervised Frame-to-Segment Alignment

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    This paper presents an unsupervised transformer-based framework for temporal activity segmentation which leverages not only frame-level cues but also segment-level cues. This is in contrast with previous methods which often rely on frame-level information only. Our approach begins with a frame-level prediction module which estimates framewise action classes via a transformer encoder. The frame-level prediction module is trained in an unsupervised manner via temporal optimal transport. To exploit segment-level information, we utilize a segment-level prediction module and a frame-to-segment alignment module. The former includes a transformer decoder for estimating video transcripts, while the latter matches frame-level features with segment-level features, yielding permutation-aware segmentation results. Moreover, inspired by temporal optimal transport, we introduce simple-yet-effective pseudo labels for unsupervised training of the above modules. Our experiments on four public datasets, i.e., 50 Salads, YouTube Instructions, Breakfast, and Desktop Assembly show that our approach achieves comparable or better performance than previous methods in unsupervised activity segmentation.Comment: Accepted to WACV 202

    Comparative Design Space Exploration of Dense and Semi-Dense SLAM

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    SLAM has matured significantly over the past few years, and is beginning to appear in serious commercial products. While new SLAM systems are being proposed at every conference, evaluation is often restricted to qualitative visualizations or accuracy estimation against a ground truth. This is due to the lack of benchmarking methodologies which can holistically and quantitatively evaluate these systems. Further investigation at the level of individual kernels and parameter spaces of SLAM pipelines is non-existent, which is absolutely essential for systems research and integration. We extend the recently introduced SLAMBench framework to allow comparing two state-of-the-art SLAM pipelines, namely KinectFusion and LSD-SLAM, along the metrics of accuracy, energy consumption, and processing frame rate on two different hardware platforms, namely a desktop and an embedded device. We also analyze the pipelines at the level of individual kernels and explore their algorithmic and hardware design spaces for the first time, yielding valuable insights.Comment: IEEE International Conference on Robotics and Automation 201

    Urosepsis: Flow is Life

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    Urosepsis is one of the important etiological factors for community as well as hospital-acquired infections. Accordingly, urosepsis is divided into community-acquired and hospital-acquired urosepsis. Obstruction to the flow of urine is a common risk factor for community-acquired urosepsis, whereas the indwelling urinary catheter is the risk for the hospital-acquired urosepsis. E. coli remained the most common bacteria-causing urosepsis. If not treated early and appropriately, urosepsis can complicate into septic shock and multiple organ dysfunction. The cornerstone for the improved outcome of these patients is initial resuscitation and proper antibiotic therapy and restoring the flow of urine or removing the infected urinary catheter. Community-acquired urosepsis can be prevented by removing the obstruction to flow of urine permanently. The hospital-acquired urosepsis can be prevented by strictly following catheter-associated urinary tract infection prevention bundle and removing the catheter as early as possible

    Integrating Algorithmic Parameters into Benchmarking and Design Space Exploration in 3D Scene Understanding

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    System designers typically use well-studied benchmarks to evaluate and improve new architectures and compilers. We design tomorrow's systems based on yesterday's applications. In this paper we investigate an emerging application, 3D scene understanding, likely to be signi cant in the mobile space in the near future. Until now, this application could only run in real-time on desktop GPUs. In this work, we examine how it can be mapped to power constrained embedded systems. Key to our approach is the idea of incremental co-design exploration, where optimization choices that concern the domain layer are incrementally explored together with low-level compiler and architecture choices. The goal of this exploration is to reduce execution time while minimizing power and meeting our quality of result objective. As the design space is too large to exhaustively evaluate, we use active learning based on a random forest predictor to nd good designs. We show that our approach can, for the rst time, achieve dense 3D mapping and tracking in the real-time range within a 1W power budget on a popular embedded device. This is a 4.8x execution time improvement and a 2.8x power reduction compared to the state-of-the-art

    Introducing SLAMBench, a performance and accuracy benchmarking methodology for SLAM

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    Real-time dense computer vision and SLAM offer great potential for a new level of scene modelling, tracking and real environmental interaction for many types of robot, but their high computational requirements mean that use on mass market embedded platforms is challenging. Meanwhile, trends in low-cost, low-power processing are towards massive parallelism and heterogeneity, making it difficult for robotics and vision researchers to implement their algorithms in a performance-portable way. In this paper we introduce SLAMBench, a publicly-available software framework which represents a starting point for quantitative, comparable and validatable experimental research to investigate trade-offs in performance, accuracy and energy consumption of a dense RGB-D SLAM system. SLAMBench provides a KinectFusion implementation in C++, OpenMP, OpenCL and CUDA, and harnesses the ICL-NUIM dataset of synthetic RGB-D sequences with trajectory and scene ground truth for reliable accuracy comparison of different implementation and algorithms. We present an analysis and breakdown of the constituent algorithmic elements of KinectFusion, and experimentally investigate their execution time on a variety of multicore and GPUaccelerated platforms. For a popular embedded platform, we also present an analysis of energy efficiency for different configuration alternatives.Comment: 8 pages, ICRA 2015 conference pape
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