1,305 research outputs found
Visual object tracking performance measures revisited
The problem of visual tracking evaluation is sporting a large variety of
performance measures, and largely suffers from lack of consensus about which
measures should be used in experiments. This makes the cross-paper tracker
comparison difficult. Furthermore, as some measures may be less effective than
others, the tracking results may be skewed or biased towards particular
tracking aspects. In this paper we revisit the popular performance measures and
tracker performance visualizations and analyze them theoretically and
experimentally. We show that several measures are equivalent from the point of
information they provide for tracker comparison and, crucially, that some are
more brittle than the others. Based on our analysis we narrow down the set of
potential measures to only two complementary ones, describing accuracy and
robustness, thus pushing towards homogenization of the tracker evaluation
methodology. These two measures can be intuitively interpreted and visualized
and have been employed by the recent Visual Object Tracking (VOT) challenges as
the foundation for the evaluation methodology
Beyond standard benchmarks: Parameterizing performance evaluation in visual object tracking
Object-to-camera motion produces a variety of apparent motion patterns that
significantly affect performance of short-term visual trackers. Despite being
crucial for designing robust trackers, their influence is poorly explored in
standard benchmarks due to weakly defined, biased and overlapping attribute
annotations. In this paper we propose to go beyond pre-recorded benchmarks with
post-hoc annotations by presenting an approach that utilizes omnidirectional
videos to generate realistic, consistently annotated, short-term tracking
scenarios with exactly parameterized motion patterns. We have created an
evaluation system, constructed a fully annotated dataset of omnidirectional
videos and the generators for typical motion patterns. We provide an in-depth
analysis of major tracking paradigms which is complementary to the standard
benchmarks and confirms the expressiveness of our evaluation approach
Analysis of Player Motion in Sport Matches
The system for analysis of player motion during sport matches, developed at University of Ljubljana will be presented. The system allows for non-intrusive measurement of positions of all players in indoor sports through whole match using only inexpensive video equipment - cameras mounted on the ceiling of the sports hall. Tracking process (obtaining trajectories from videos) is automatic and only supervised by operator, to initialize player positions at the beginning and correct the mistakes during the tracking. The software provides means for user friendly calibration of video data - using court markings of each supported sport (e.g. european handball, basketball, squash, tennis...) as reference coordinates. Manual annotations can be added, to complement the quantitative data. Software keeps synchronization between annotations and trajectory data and provides means to use custom annotation dictionaries. Due to calibration, the results are provided in court coordinates (meters, centimeters) and can be exported (synchronized with annotations in same file) for further analysis with any application (e.g. excel, SPSS). Software itself supports several kinds of graphical data presentations.
If time allows, the software itself will be demonstrated with examples from different sports
Voronoi diagrams
In the thesis we first describe the definition of a Voronoi diagram and several properties of Voronoi diagrams in the plane. We also define triangulations of the plane and the concept of a Delaunay triangulation, and present the connection between Voronoi diagrams and Delaunay triangulations. We then present three different algorithms for constructing a Voronoi diagram in the plane, and provide a more detailed description of Fortune’s algorithm which is an example of a sweep line algorithm. Sweep line algorithms are especially widespread in computational geometry and are used for solving various problems in Euclidean space. We selected Fortune’s algorithm for constructing Voronoi diagrams, and implemented it in the Java programming language. The performance of our implementation of the algorithm was checked on several randomly generated datasets and on a dataset of geographic coordinates of public charging stations for electric cars in Slovenia
Voronoi diagrams
V diplomski nalogi najprej opišemo definicijo Voronoijevega diagrama in bolj podrobno lastnosti ravninskih Voronoijevih diagramov. Opišemo tudi triangulacijo ravnine, pojem Delaunayeve triangulacije in predstavimo povezavo med njima. Nato predstavimo tri različne algoritme za konstrukcijo ravninskih Voronoijevih diagramov in bolj podrobno pogledamo Fortunov algoritem, ki spada med algoritme s prebirno premico. Algoritmi s prebirno premico so posebej razširjeni v računski geometriji in z njimi rešujemo različne probleme v evklidskem prostoru. Za konstrukcijo Voronoijevega diagrama smo si izbrali Fortunov algoritem, ki smo ga implementirali v programskem jeziku Java. Pravilnost delovanja algoritma smo preverili na točkah, ki predstavljajo lokacije letališč v ZDA, lokacije javnih polnilnih mest za električne avtomobile v Sloveniji in na več naborih naključno generiranih točk.In the thesis we first describe the definition of a Voronoi diagram and several properties of Voronoi diagrams in the plane. We also define triangulations of the plane and the concept of a Delaunay triangulation, and present the connection between Voronoi diagrams and Delaunay triangulations. We then present three different algorithms for constructing a Voronoi diagram in the plane, and provide a more detailed description of Fortune’s algorithm which is an example of a sweep line algorithm. Sweep line algorithms are especially widespread in computational geometry and are used for solving various problems in Euclidean space. We selected Fortune’s algorithm for constructing Voronoi diagrams, and implemented it in the Java programming language. The performance of our implementation of the algorithm was checked on several randomly generated datasets and on a dataset of geographic coordinates of public charging stations for electric cars in Slovenia
Cheating Depth: Enhancing 3D Surface Anomaly Detection via Depth Simulation
RGB-based surface anomaly detection methods have advanced significantly.
However, certain surface anomalies remain practically invisible in RGB alone,
necessitating the incorporation of 3D information. Existing approaches that
employ point-cloud backbones suffer from suboptimal representations and reduced
applicability due to slow processing. Re-training RGB backbones, designed for
faster dense input processing, on industrial depth datasets is hindered by the
limited availability of sufficiently large datasets. We make several
contributions to address these challenges. (i) We propose a novel Depth-Aware
Discrete Autoencoder (DADA) architecture, that enables learning a general
discrete latent space that jointly models RGB and 3D data for 3D surface
anomaly detection. (ii) We tackle the lack of diverse industrial depth datasets
by introducing a simulation process for learning informative depth features in
the depth encoder. (iii) We propose a new surface anomaly detection method
3DSR, which outperforms all existing state-of-the-art on the challenging
MVTec3D anomaly detection benchmark, both in terms of accuracy and processing
speed. The experimental results validate the effectiveness and efficiency of
our approach, highlighting the potential of utilizing depth information for
improved surface anomaly detection.Comment: Accepted at WACV 202
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