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Analyzing fish and fish schools behavior can help in studying fish-fish interaction, analyzing characteristics of fish species, studying prey avoidance maneuvers of fish schools, etc. Such analysis requires the estimation of each fish's 3D location, 3D pose, and 3D shape over time. Moreover if we are interested in studying the interaction of fish by injecting visual / acoustic stimuli artificially...
In this paper, we deal with the most challenging task of recovering the 3D human pose from just a single monocular image, that may be a synthetic image or a real internet image. The retrieval and reconstruction of the articulated 3D pose, both are prerequisites for the analysis of the people in images/videos. We address both tasks together and propose an efficient framework for search & retrieval...
Users' Quality of Experience (QoE) in Interactive 3D Tele-Immersion (i3DTI) systems is influenced by several factors such as the quality of the "live" 3D avatars of the users, network latency, rendering methodology (head mounted display or regular TV type of display), etc. Hence, it becomes important to answer the question: "Is Visual Quality (VQ) the only factor to be considered or...
Color mapping for 3D models with captured images is a classical problem in computer vision. Typically, registration between 3D model and images is assumed to be provided, otherwise corresponding points need to be labeled. For many applications, 3D model and images are acquired from different devices, since registration cannot be directly obtained, manual labeling has to be adopted. In this paper,...
In recent decades, interest in capturing human face movements and identifying expressions for the purpose of generating realistic facial animations has increased in both the scientific community and the entertainment industry. We present a modular framework for testing algorithms used in performance-based facial animation. The framework includes the modules used in pipelines found in the literature...
This paper proposes an end-to-end learning framework for multiview stereopsis. We term the network SurfaceNet. It takes a set of images and their corresponding camera parameters as input and directly infers the 3D model. The key advantage of the framework is that both photo-consistency as well geometric relations of the surface structure can be directly learned for the purpose of multiview stereopsis...
In this work we propose a new CNN+LSTM architecture for camera pose regression for indoor and outdoor scenes. CNNs allow us to learn suitable feature representations for localization that are robust against motion blur and illumination changes. We make use of LSTM units on the CNN output, which play the role of a structured dimensionality reduction on the feature vector, leading to drastic improvements...
Rigid structure-from-motion (RSfM) and non-rigid structure-from-motion (NRSfM) have long been treated in the literature as separate (different) problems. Inspired by a previous work which solved directly for 3D scene structure by factoring the relative camera poses out, we revisit the principle of “maximizing rigidity” in structure-from-motion literature, and develop a unified theory which is applicable...
This paper presents a solution to the Projective Structure from Motion (PSfM) problem able to deal efficiently with missing data, outliers and, for the first time, large scale 3D reconstruction scenarios. By embedding the projective depths into the projective parameters of the points and views, we decrease the number of unknowns to estimate and improve computational speed by optimizing standard linear...
Single point active alignment method (SPAAM) has become the basic calibration method for optical-see-through head-mounted displays since its appearance. However, SPAAM is based on a simple static pinhole camera model that assumes a static relationship between the user's eye and the HMD. Such theoretic defects lead to a limitation in calibration accuracy. We model the eye as a dynamic pinhole camera...
This paper proposes a pseudo-dolly-in video generation method that reproduces motion parallax by applying image reconstruction processing to multi-view videos. Since dolly-in video is taken by moving a camera forward to reproduce motion parallax, we can present a sense of immersion. However, at a sporting event in a large-scale space, moving a camera is difficult. Our research generates dolly-in video...
The basis of this research is concerned with designing and implementing a system that allows a player to engage in a virtual reality (VR) game with better immersion. The research was based on the idea that an avatar generated using real-time motion capture would improve the player’s immersion by increasing the perception of presence. When playing the VR games a common problem was observed. The user’s...
In the context of pedestrian navigation, urban environment constitutes a challenging area for both localization and Augmented Reality (AR). In order to display 3D Geographic Information System (GIS) content in AR and to qualify them, we propose to fuse the pose estimated using vision thanks to a precisely known 3D urban furniture model with rotation estimated from inertial and magnetic measurements...
This poster discusses the implementation and technical choices of a proof of concept experience demonstrating interactive virtual characters for immersive mixed reality (MR) applications. Our interactive virtual characters are made believable through their visual appearance, physical interaction with the environment, dynamic behavior to the user and both real and virtual stimuli, and by being able...
We propose a novel diminished reality method which is able to (i) automatically recognize the region to be diminished, (ii) work with a single RGB-D sensor, and (iii) work without pre-processing to generate a 3D model of the target scene by utilizing SLAM, segmentation, and recognition framework. Especially, regarding the recognition of the area to be diminished, our method is able to maintain high...
With Augmented Reality (AR) reaching its technological maturity, there is a constantly increasing request for AR applications that address a broadened user base. Current AR applications still tend to be spatially and temporally confined either by applying to a single use case or by their tracking requirements. At the same time, with the rise of the Internet of Things (IoT), more and more everyday...
It is estimated that the number of devices connected to the Internet will be 50 billion by 2020. How should a not-so-tech-savvy end-user be able to discover, configure, and directly interact with a myriad of connected things in an intuitive and comfortable manner? Even if smartphones and wearables have shown potential for managing IoT environments, we cannot rely on that they can be used for all future...
We present a method for generating images in which people are hidden from image sequences taken with a hand-held camera. Our method is basically used for privacy protection of people whose images are unintentionally captured in image sequences. We hide people from images by reconstructing a 3D model of background and projecting it to 2D images. By detecting the area in which people are present beforehand,...
In Augmented Reality (AR) environment, realistic interactions between the virtual and real objects play a crucial role in user experience. Much of recent advances in AR has been largely focused on developing geometry-aware environment, but little has been done in dealing with interactions at the semantic level. High-level scene understanding and semantic descriptions in AR would allow effective design...
This paper presents the simulation of path following by an autonomous omnidirectional mobile robot with an onboard monocular camera. The control of the mobile robot for performing the aforementioned task is done with a 2D visual servoing by considering point features. Artificial landmarks are supposed to be placed in the robot's navigation environment. We performed this simulation in two ways. In...
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