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91.
Handling occlusion is a very challenging problem in object detection. This paper presents a method of learning a hierarchical model for X-to-X occlusion-free object detection (e.g., car-to-car and person-to-person occlusions in our experiments). The proposed method is motivated by an intuitive coupling-and-decoupling strategy. In the learning stage, the pair of occluding X?s (e.g., car pairs or person pairs) is represented directly and jointly by a hierarchical And–Or directed acyclic graph (AOG) which accounts for the statistically significant co-occurrence (i.e., coupling). The structure and the parameters of the AOG are learned using the latent structural SVM (LSSVM) framework. In detection, a dynamic programming (DP) algorithm is utilized to find the best parse trees for all sliding windows with detection scores being greater than the learned threshold. Then, the two single X?s are decoupled from the declared detections of X-to-X occluding pairs together with some non-maximum suppression (NMS) post-processing. In experiments, our method is tested on both a roadside-car dataset collected by ourselves (which will be released with this paper) and two public person datasets, the MPII-2Person dataset and the TUD-Crossing dataset. Our method is compared with state-of-the-art deformable part-based methods, and obtains comparable or better detection performance.  相似文献   
92.
Recognizing a subject given a set of biometrics is a fundamental pattern recognition problem. This paper builds novel statistical models for multibiometric systems using geometric and multinomial distributions. These models are generic as they are only based on the similarity scores produced by a recognition system. They predict the bounds on the range of indices within which a test subject is likely to be present in a sorted set of similarity scores. These bounds are then used in the multibiometric recognition system to predict a smaller subset of subjects from the database as probable candidates for a given test subject. Experimental results show that the proposed models enhance the recognition rate beyond the underlying matching algorithms for multiple face views, fingerprints, palm prints, irises and their combinations.  相似文献   
93.
Inverse Procedural Modelling of Trees   总被引:1,自引:0,他引:1  
Procedural tree models have been popular in computer graphics for their ability to generate a variety of output trees from a set of input parameters and to simulate plant interaction with the environment for a realistic placement of trees in virtual scenes. However, defining such models and their parameters is a difficult task. We propose an inverse modelling approach for stochastic trees that takes polygonal tree models as input and estimates the parameters of a procedural model so that it produces trees similar to the input. Our framework is based on a novel parametric model for tree generation and uses Monte Carlo Markov Chains to find the optimal set of parameters. We demonstrate our approach on a variety of input models obtained from different sources, such as interactive modelling systems, reconstructed scans of real trees and developmental models.  相似文献   
94.
Stream surfaces are a well‐studied and widely used tool for the visualization of 3D flow fields. Usually, stream surface seeding is carried out manually in time‐consuming trial and error procedures. Only recently automatic selection methods were proposed. Local methods support the selection of a set of stream surfaces, but, contrary to global selection methods, they evaluate only the quality of the seeding lines but not the quality of the whole stream surfaces. Global methods, on the other hand, only support the selection of a single optimal stream surface until now. However, for certain flow fields a single stream surface is not sufficient to represent all flow features. In our work, we overcome this limitation by introducing a global selection technique for a set of stream surfaces. All selected surfaces optimize global stream surface quality measures and are guaranteed to be mutually distant, such that they can convey different flow features. Our approach is an efficient extension of the most recent global selection method for single stream surfaces. We illustrate its effectiveness on a number of analytical and simulated flow fields and analyze the quality of the results in a user study.  相似文献   
95.
Modelling trees according to desired shapes is important for many applications. Despite numerous methods having been proposed in tree modelling, it is still a non‐trivial task and challenging. In this paper, we present a new variational computing approach for generating realistic trees in specific shapes. Instead of directly modelling trees from symbolic rules, we formulate the tree modelling as an optimization process, in which a variational cost function is iteratively minimized. This cost function measures the difference between the guidance shape and the target tree crown. In addition, to faithfully capture the branch structure of trees, several botanical factors, including the minimum total branches volume and spatial branches patterns, are considered in the optimization to guide the tree modelling process. We demonstrate that our approach is applicable to generate trees with different shapes, from interactive design and complex polygonal meshes.  相似文献   
96.
We present a novel framework for polyhedral mesh editing with face‐based projective maps that preserves planarity by definition. Such meshes are essential in the field of architectural design and rationalization. By using homogeneous coordinates to describe vertices, we can parametrize the entire shape space of planar‐preserving deformations with bilinear equations. The generality of this space allows for polyhedral geometric processing methods to be conducted with ease. We demonstrate its usefulness in planar‐quadrilateral mesh subdivision, a resulting multi‐resolution editing algorithm, and novel shape‐space exploration with prescribed transformations. Furthermore, we show that our shape space is a discretization of a continuous space of conjugate‐preserving projective transformation fields on surfaces. Our shape space directly addresses planar‐quad meshes, on which we put a focus, and we further show that our framework naturally extends to meshes with faces of more than four vertices as well.  相似文献   
97.
We address the problem of robust and efficient treatment of element collapse and inversion in corotational FEM simulations of deformable objects in two and three dimensions, and show that existing degeneration treatment methods have previously unreported flaws that seriously threaten robustness and physical plausibility in interactive applications. We propose a new method that avoids such flaws, yields faster and smoother degeneration recovery and extends the range of well‐behaved degenerate configurations without adding significant complexity or computational cost to standard explicit and quasi‐implicit solvers.  相似文献   
98.
Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high‐performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state‐of‐the‐art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years. Furthermore, the paper communicates the mathematical and theoretical details in a pedagogical manner. This paper is not only a stake in the sand on what has been done, it also seeks to give the reader deeper insights to help guide their future research.  相似文献   
99.
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   
100.
In this paper, we present a new approach for shape‐grammar‐based generation and rendering of huge cities in real‐time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods of visibility pruning and adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real‐time directly on the GPU. We also present a robust and efficient way to dynamically update a scene's derivation tree and geometry, enabling us to exploit frame‐to‐frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed.  相似文献   
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