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1.
Int J Comput Vis ; 131(6): 1497-1531, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37089199

RESUMO

Birds of prey rely on vision to execute flight manoeuvres that are key to their survival, such as intercepting fast-moving targets or navigating through clutter. A better understanding of the role played by vision during these manoeuvres is not only relevant within the field of animal behaviour, but could also have applications for autonomous drones. In this paper, we present a novel method that uses computer vision tools to analyse the role of active vision in bird flight, and demonstrate its use to answer behavioural questions. Combining motion capture data from Harris' hawks with a hybrid 3D model of the environment, we render RGB images, semantic maps, depth information and optic flow outputs that characterise the visual experience of the bird in flight. In contrast with previous approaches, our method allows us to consider different camera models and alternative gaze strategies for the purposes of hypothesis testing, allows us to consider visual input over the complete visual field of the bird, and is not limited by the technical specifications and performance of a head-mounted camera light enough to attach to a bird's head in flight. We present pilot data from three sample flights: a pursuit flight, in which a hawk intercepts a moving target, and two obstacle avoidance flights. With this approach, we provide a reproducible method that facilitates the collection of large volumes of data across many individuals, opening up new avenues for data-driven models of animal behaviour. Supplementary Information: The online version contains supplementary material available at 10.1007/s11263-022-01733-2.

2.
IEEE Trans Pattern Anal Mach Intell ; 42(10): 2465-2477, 2020 10.
Artigo em Inglês | MEDLINE | ID: mdl-31059430

RESUMO

Camera pose estimation is an important problem in computer vision, with applications as diverse as simultaneous localisation and mapping, virtual/augmented reality and navigation. Common techniques match the current image against keyframes with known poses coming from a tracker, directly regress the pose, or establish correspondences between keypoints in the current image and points in the scene in order to estimate the pose. In recent years, regression forests have become a popular alternative to establish such correspondences. They achieve accurate results, but have traditionally needed to be trained offline on the target scene, preventing relocalisation in new environments. Recently, we showed how to circumvent this limitation by adapting a pre-trained forest to a new scene on the fly. The adapted forests achieved relocalisation performance that was on par with that of offline forests, and our approach was able to estimate the camera pose in close to real time, which made it desirable for systems that require online relocalisation. In this paper, we present an extension of this work that achieves significantly better relocalisation performance whilst running fully in real time. To achieve this, we make several changes to the original approach: (i) instead of simply accepting the camera pose hypothesis produced by RANSAC without question, we make it possible to score the final few hypotheses it considers using a geometric approach and select the most promising one; (ii) we chain several instantiations of our relocaliser (with different parameter settings) together in a cascade, allowing us to try faster but less accurate relocalisation first, only falling back to slower, more accurate relocalisation as necessary; and (iii) we tune the parameters of our cascade, and the individual relocalisers it contains, to achieve effective overall performance. Taken together, these changes allow us to significantly improve upon the performance our original state-of-the-art method was able to achieve on the well-known 7-Scenes and Stanford 4 Scenes benchmarks. As additional contributions, we present a novel way of visualising the internal behaviour of our forests, and use the insights gleaned from this to show how to entirely circumvent the need to pre-train a forest on a generic scene.

3.
IEEE Trans Vis Comput Graph ; 24(11): 2895-2905, 2018 11.
Artigo em Inglês | MEDLINE | ID: mdl-30334761

RESUMO

Reconstructing dense, volumetric models of real-world 3D scenes is important for many tasks, but capturing large scenes can take significant time, and the risk of transient changes to the scene goes up as the capture time increases. These are good reasons to want instead to capture several smaller sub-scenes that can be joined to make the whole scene. Achieving this has traditionally been difficult: joining sub-scenes that may never have been viewed from the same angle requires a high-quality camera relocaliser that can cope with novel poses, and tracking drift in each sub-scene can prevent them from being joined to make a consistent overall scene. Recent advances, however, have significantly improved our ability to capture medium-sized sub-scenes with little to no tracking drift: real-time globally consistent reconstruction systems can close loops and re-integrate the scene surface on the fly, whilst new visual-inertial odometry approaches can significantly reduce tracking drift during live reconstruction. Moreover, high-quality regression forest-based relocalisers have recently been made more practical by the introduction of a method to allow them to be trained and used online. In this paper, we leverage these advances to present what to our knowledge is the first system to allow multiple users to collaborate interactively to reconstruct dense, voxel-based models of whole buildings using only consumer-grade hardware, a task that has traditionally been both time-consuming and dependent on the availability of specialised hardware. Using our system, an entire house or lab can be reconstructed in under half an hour and at a far lower cost than was previously possible.

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