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1.
A new strategy for automatic object extraction in highly complex scenes is presented in this paper. The method proposed gives a solution for 3D segmentation avoiding most restrictions imposed in other techniques. Thus, our technique is applicable on unstructured 3D information (i.e. cloud of points), with a single view of the scene, scenes consisting of several objects where contact, occlusion and shadows are allowed, objects with uniform intensity/texture and without restrictions of shape, pose or location. In order to have a fast segmentation stopping criteria, the number of objects in the scene is taken as input. The method is based on a new distributed segmentation technique that explores the 3D data by establishing a set of suitable observation directions. For each exploration viewpoint, a strategy [3D data]-[2D projected data]-[2D segmentation]-[3D segmented data] is accomplished. It can be said that this strategy is different from current 3D segmentation strategies. This method has been successfully tested in our lab on a set of real complex scenes. The results of these experiments, conclusions and future improvements are also shown in the paper.  相似文献   

2.
目的 由于室内点云场景中物体的密集性、复杂性以及多遮挡等带来的数据不完整和多噪声问题,极大地限制了室内点云场景的重建工作,无法保证场景重建的准确度。为了更好地从无序点云中恢复出完整的场景,提出了一种基于语义分割的室内场景重建方法。方法 通过体素滤波对原始数据进行下采样,计算场景三维尺度不变特征变换(3D scale-invariant feature transform,3D SIFT)特征点,融合下采样结果与场景特征点从而获得优化的场景下采样结果;利用随机抽样一致算法(random sample consensus,RANSAC)对融合采样后的场景提取平面特征,将该特征输入PointNet网络中进行训练,确保共面的点具有相同的局部特征,从而得到每个点在数据集中各个类别的置信度,在此基础上,提出了一种基于投影的区域生长优化方法,聚合语义分割结果中同一物体的点,获得更精细的分割结果;将场景物体的分割结果划分为内环境元素或外环境元素,分别采用模型匹配的方法、平面拟合的方法从而实现场景的重建。结果 在S3DIS (Stanford large-scale 3D indoor space dataset)数据集上进行实验,本文融合采样算法对后续方法的效率和效果有着不同程度的提高,采样后平面提取算法的运行时间仅为采样前的15%;而语义分割方法在全局准确率(overall accuracy,OA)和平均交并比(mean intersection over union,mIoU)两个方面比PointNet网络分别提高了2.3%和4.2%。结论 本文方法能够在保留关键点的同时提高计算效率,在分割准确率方面也有着明显提升,同时可以得到高质量的重建结果。  相似文献   

3.
Since indoor scenes are frequently changed in daily life, such as re‐layout of furniture, the 3D reconstructions for them should be flexible and easy to update. We present an automatic 3D scene update algorithm to indoor scenes by capturing scene variation with RGBD cameras. We assume an initial scene has been reconstructed in advance in manual or other semi‐automatic way before the change, and automatically update the reconstruction according to the newly captured RGBD images of the real scene update. It starts with an automatic segmentation process without manual interaction, which benefits from accurate labeling training from the initial 3D scene. After the segmentation, objects captured by RGBD camera are extracted to form a local updated scene. We formulate an optimization problem to compare to the initial scene to locate moved objects. The moved objects are then integrated with static objects in the initial scene to generate a new 3D scene. We demonstrate the efficiency and robustness of our approach by updating the 3D scene of several real‐world scenes.  相似文献   

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5.
3D object pose estimation for robotic grasping and manipulation is a crucial task in the manufacturing industry. In cluttered and occluded scenes, the 6D pose estimation of the low-textured or textureless industrial object is a challenging problem due to the lack of color information. Thus, point cloud that is hardly affected by the lighting conditions is gaining popularity as an alternative solution for pose estimation. This article proposes a deep learning-based pose estimation using point cloud as input, which consists of instance segmentation and instance point cloud pose estimation. The instance segmentation divides the scene point cloud into multiple instance point clouds, and each instance point cloud pose is accurately predicted by fusing the depth and normal feature maps. In order to reduce the time consumption of the dataset acquisition and annotation, a physically-simulated engine is constructed to generate the synthetic dataset. Finally, several experiments are conducted on the public, synthetic and real datasets to verify the effectiveness of the pose estimation network. The experimental results show that the point cloud based pose estimation network can effectively and robustly predict the poses of objects in cluttered and occluded scenes.  相似文献   

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7.
提出了一种对视频图像进行实时目标分割及跟踪的新方法。该方法利用基于时间片的运动历史图像(tMHI)的灰度阶梯轮廓,对存在的子运动区域进行包围划分并予以标记,实现视频图像中运动目标的实时分割,进而将每帧tMHI图像中各个运动区域同场景中运动目标连续关联起来,实现对多运动目标的轨迹跟踪。为了提高分割质量,对tMHI进行了改进处理,去除了大部分噪声干扰,取得了明显的改善效果。实验表明,该方法可以有效地分割并跟踪视频中的多个运动目标,鲁棒性好,检出率较高,并且处理速度较快,达到了实时性的要求,还解决了局部粘连的问题。  相似文献   

8.
This paper presents a computational model to recover the most likely interpretation of the 3D scene structure from a planar image, where some objects may occlude others. The estimated scene interpretation is obtained by integrating some global and local cues and provides both the complete disoccluded objects that form the scene and their ordering according to depth. Our method first computes several distal scenes which are compatible with the proximal planar image. To compute these different hypothesized scenes, we propose a perceptually inspired object disocclusion method, which works by minimizing the Euler’s elastica as well as by incorporating the relatability of partially occluded contours and the convexity of the disoccluded objects. Then, to estimate the preferred scene, we rely on a Bayesian model and define probabilities taking into account the global complexity of the objects in the hypothesized scenes as well as the effort of bringing these objects in their relative position in the planar image, which is also measured by an Euler’s elastica-based quantity. The model is illustrated with numerical experiments on, both, synthetic and real images showing the ability of our model to reconstruct the occluded objects and the preferred perceptual order among them. We also present results on images of the Berkeley dataset with provided figure-ground ground-truth labeling.  相似文献   

9.
10.
The intention of the strategy proposed in this paper is to solve the object retrieval problem in highly complex scenes using 3D information. In the worst case scenario the complexity of the scene includes several objects with irregular or free-form shapes, viewed from any direction, which are self-occluded or partially occluded by other objects with which they are in contact and whose appearance is uniform in intensity/color. This paper introduces and analyzes a new 3D recognition/pose strategy based on DGI (Depth Gradient Images) models. After comparing it with current representative techniques, we can affirm that DGI has very interesting prospects.The DGI representation synthesizes both surface and contour information, thus avoiding restrictions concerning the layout and visibility of the objects in the scene. This paper first explains the key concepts of the DGI representation and shows the main properties of this method in comparison to a set of known techniques. The performance of this strategy in real scenes is then reported. Details are also presented of a wide set of experimental tests, including results under occlusion, performance with injected noise and experiments with cluttered scenes of a high level of complexity.  相似文献   

11.
In this paper, we propose a computational model of the recognition of real world scenes that bypasses the segmentation and the processing of individual objects or regions. The procedure is based on a very low dimensional representation of the scene, that we term the Spatial Envelope. We propose a set of perceptual dimensions (naturalness, openness, roughness, expansion, ruggedness) that represent the dominant spatial structure of a scene. Then, we show that these dimensions may be reliably estimated using spectral and coarsely localized information. The model generates a multidimensional space in which scenes sharing membership in semantic categories (e.g., streets, highways, coasts) are projected closed together. The performance of the spatial envelope model shows that specific information about object shape or identity is not a requirement for scene categorization and that modeling a holistic representation of the scene informs about its probable semantic category.  相似文献   

12.
This article presents a system for texture-based probabilistic classification and localisation of three-dimensional objects in two-dimensional digital images and discusses selected applications. In contrast to shape-based approaches, our texture-based method does not rely on object features extracted using image segmentation techniques. Rather, the objects are described by local feature vectors computed directly from image pixel values using the wavelet transform. Both gray level and colour images can be processed. In the training phase, object features are statistically modelled as normal density functions. In the recognition phase, the system classifies and localises objects in scenes with real heterogeneous backgrounds. Feature vectors are calculated and a maximisation algorithm compares the learned density functions with the extracted feature vectors and yields the classes and poses of objects found in the scene. Experiments carried out on a real dataset of over 40,000 images demonstrate the robustness of the system in terms of classification and localisation accuracy. Finally, two important real application scenarios are discussed, namely recognising museum exhibits from visitors’ own photographs and classification of metallography images.  相似文献   

13.
This paper presents a segmentation system, based on a general framework for segmentation, that returns not only regions that correspond to coherent surfaces in an image, but also low-level interpretations of those regions' physical characteristics. This system is valid for images of piecewise uniform dielectric objects with highlights, moving it beyond the capabilities of previous physics-based segmentation algorithms which assume uniformly colored objects. This paper presents a summary of the complete system and focuses on two extensions of it that demonstrate its interpretive capacity and applicability to more complex scenes. The first extension provides interpretations of a scene by reasoning about the likelihood of different physical characteristics of simple image regions. The second extension allows the system to handle highlights within the general framework for segmentation. The resulting segmentations and interpretations more closely match our perceptions of objects since the resulting regions correspond to coherent surfaces, even when those surfaces have multiple colors and highlights.  相似文献   

14.
Abstract

The objective of image segmentation in remote sensing is to define regions in an image that correspond to objects in the ground scene. Traditional scene models underlying image segmentation procedures have assumed that objects as manifest in images have internal variances that are both low and equal. This scene model is unrealistically simple. An alternative scene model recognizes different scales of objects in scenes. Each level in the hierarchy is nested, or composed of objects or categories of objects from the preceding level. Different objects may have distinct attributes, allowing for relaxation of assumptions like equal variance.

A multiple-pass, region-based segmentation algorithm improves the segmentation of images from scenes better modelled as a nested hierarchy. A multiple-pass approach allows slow and careful growth of regions while inter-region distances are below a global threshold. Past the global threshold, a minimum region size parameter forces development of regions in areas of high local variance. Maximum and viable region size parameters limit the development of undesirably large regions.

Application of the segmentation algorithm for forest stand delineation in Landsat TM imagery yields regions corresponding to identifiable features in the landscape. The use of a local variance, adaptive-window texture channel in conjunction with spectral bands improves the ability to define regions corresponding to sparsely-stocked forest stands which have high internal variance.  相似文献   

15.
红外成像仿真外部渲染方法研究   总被引:1,自引:0,他引:1  
研究了红外成像仿真中目标与背景红外图像合成的重要技术问题,详细阐述了外部渲染方法的设计思想,并介绍了几种典型情况下通过外部渲染方法建立红外场景仿真时对目标进行分割和聚合的方式.此外,文中还给出了外部渲染方法的图像合成处理算法.最后通过一个仿真实例对该渲染方法进行了验证.通过对待渲染场景的目标进行合理的分割和聚合,该渲染方法可以有效地简化红外场景的建模处理,创建和合成出足够逼真度的红外场景.  相似文献   

16.
一种基于照片中纹理重构三维模型的方法   总被引:8,自引:0,他引:8  
杨孟洲  石教英 《软件学报》2000,11(4):502-506
如何从真实世界中获取具有真实感的三维场景模型一直是计算机图形学中的一个难点.该文给出了一种从真实世界的照片中重建三维场景模型的算法.算法根据在空间稀疏分布的不同视点处的真实场景照片中颜色纹理的一致性来建立达到照片级真实程度的三维场景模型,可用于真实世界复杂形体真实感三维模型的建立.  相似文献   

17.
In this paper, we describe a reconstruction method for multiple motion scenes, which are scenes containing multiple moving objects, from uncalibrated views. Assuming that the objects are moving with constant velocities, the method recovers the scene structure, the trajectories of the moving objects, the camera motion, and the camera intrinsic parameters (except skews) simultaneously. We focus on the case where the cameras have unknown and varying focal lengths while the other intrinsic parameters are known. The number of the moving objects is automatically detected without prior motion segmentation. The method is based on a unified geometrical representation of the static scene and the moving objects. It first performs a projective reconstruction using a bilinear factorization algorithm and, then, converts the projective solution to a Euclidean one by enforcing metric constraints. Experimental results on synthetic and real images are presented.  相似文献   

18.
Computing the visibility of out-door scenes is often much harder than of in-door scenes. A typical urban scene, for example, is densely occluded, and it is effective to precompute its visibility space, since from a given point only a small fraction of the scene is visible. The difficulty is that although the majority of objects are hidden, some parts might be visible at a distance in an arbitrary location, and it is not clear how to detect them quickly. In this paper we present a method to partition the viewspace into cells containing a conservative superset of the visible objects. For a given cell the method tests the visibility of all the objects in the scene. For each object it searches for a strong occluder which guarantees that the object is not visible from any point within the cell. We show analytically that in a densely occluded scene, the vast majority of objects are strongly occluded, and the overhead of using conservative visibility (rather than visibility) is small. These results are further supported by our experimental results. We also analyze the cost of the method and discuss its effectiveness.  相似文献   

19.
对传统增强现实系统中虚拟物体与真实物体难以进行碰撞交互的问题,提出一种对深度图像中的场景进行分割,并基于分割结果构建代理几何体的方法来实现虚、实物体的碰撞交互。采用Kinect等深度获取设备获取当前真实场景的彩色图像信息和深度图像信息;通过深度图像的法向聚类及平面拟合技术来识别出场景中的主平面区域;对除去主平面区域的其他聚类点云区域进行融合处理,得到场景中的其他主要物体区域;为识别出的主平面构建虚拟平面作为该平面的代理几何体,为分割出的物体构建包围盒来作为其代理几何体。将这些代理几何体叠加到真实物体上,并对之赋予物理属性,即可模拟实现虚拟物体与真实物体的碰撞交互。实验结果表明,该方法可有效分割简单场景,从而实现虚实交互。  相似文献   

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