In many robotic domains such as flexible automated manufacturing or personal assistance, a fundamental perception task is that of identifying and localizing objects whose 3D models are known. Canonical approaches to this problem include discriminative methods that find correspondences between feature descriptors computed over the model and observed data. While these methods have been employed successfully, they can be unreliable when the feature descriptors fail to capture variations in observed data; a classic cause being occlusion. As a step towards deliberative reasoning, we present PERCH: PErception via SeaRCH, an algorithm that seeks to find the best explanation of the observed sensor data by hypothesizing possible scenes in a generative fashion. Our contributions are: i) formulating the multi-object recognition and localization task as an optimization problem over the space of hypothesized scenes, ii) exploiting structure in the optimization to cast it as a combinatorial search problem on what we call the Monotone Scene Generation Tree, and iii) leveraging parallelization and recent advances in multi-heuristic search in making combinatorial search tractable. We prove that our system can guaranteedly produce the best explanation of the scene under the chosen cost function, and validate our claims on real world RGB-D test data. Our experimental results show that we can identify and localize objects under heavy occlusion--cases where state-of-the-art methods struggle.
The idea of using search to explain' scenes was popular in the early years of 2D computer vision: Goad @cite_12 promoted the idea of treating feature matching between the observed scene and 3D model as a constrained search while Lowe @cite_8 developed and implemented a viewpoint-constrained feature matching system. Grimson @cite_16 introduced the Interpretation Tree to systematically search for geometrically-consistent matches between scene and model features, while using various heuristics to speed up search. Our work is also based on a search system, but it differs from the aforementioned works in that the search is over the space of full hypothesized rendered scenes and not feature correspondences. In fact, our proposed algorithm does not employ feature descriptors at all.
@cite_16 @cite_12 @cite_8
2068204893 2108808334 2010945382
How an object appears in an image is determined in part by interactions with other objects in the scene. Occlusion is the most obvious from of interaction. Here we present a system which uses 3D CAD models in combination with optical and range data to recognize partially occluded objects. Recognition uses a hypothesize, perturb, render, and match cycle to arrive at a scene-optimized prediction of model appearance. This final scene-optimized prediction is based upon an iterative search algorithm converging to the optimal 3D pose of the object. During recognition, evidence of terrain occlusion in range imagery is mapped through the model into the optical imagery in order to explain the absence of model features. A similar process predicts the structure of occluding contours. Highly occluded military vehicles are successfully matched using this approach. We propose a powerful pipeline for determining the pose of a query image relative to a point cloud reconstruction of a large scene consisting of more than one million 3D points. The key component of our approach is an efficient and effective search method to establish matches between image features and scene points needed for pose estimation. Our main contribution is a framework for actively searching for additional matches, based on both 2D-to-3D and 3D-to-2D search. A unified formulation of search in both directions allows us to exploit the distinct advantages of both strategies, while avoiding their weaknesses. Due to active search, the resulting pipeline is able to close the gap in registration performance observed between efficient search methods and approaches that are allowed to run for multiple seconds, without sacrificing run-time efficiency. Our method achieves the best registration performance published so far on three standard benchmark datasets, with run-times comparable or superior to the fastest state-of-the-art methods. 3D object recognition in scenes with occlusion and clutter is a difficult task. In this paper, we introduce a method that exploits the geometric scale-variability to aid in this task. Our key insight is to leverage the rich discriminative information provided by the scale variation of local geometric structures to constrain the massive search space of potential correspondences between model and scene points. In particular, we exploit the geometric scale variability in the form of the intrinsic geometric scale of each computed feature, the hierarchy induced within the set of these intrinsic geometric scales, and the discriminative power of the local scale-dependent invariant 3D shape descriptors. The method exploits the added information in a hierarchical coarse-to-fine manner that lets it cull the space of all potential correspondences effectively. We experimentally evaluate the accuracy of our method on an extensive set of real scenes with varying amounts of partial occlusion and achieve recognition rates higher than the state-of-the-art. Furthermore, for the first time we systematically demonstrate the method's ability to accurately localize objects despite changes in their global scales. Accurately determining the position and orientation from which an image was taken, i.e., computing the camera pose, is a fundamental step in many Computer Vision applications. The pose can be recovered from 2D-3D matches between 2D image positions and points in a 3D model of the scene. Recent advances in Structure-from-Motion allow us to reconstruct large scenes and thus create the need for image-based localization methods that efficiently handle large-scale 3D models while still being effective, i.e., while localizing as many images as possible. This paper presents an approach for large scale image-based localization that is both efficient and effective. At the core of our approach is a novel prioritized matching step that enables us to first consider features more likely to yield 2D-to-3D matches and to terminate the correspondence search as soon as enough matches have been found. Matches initially lost due to quantization are efficiently recovered by integrating 3D-to-2D search. We show how visibility information from the reconstruction process can be used to improve the efficiency of our approach. We evaluate the performance of our method through extensive experiments and demonstrate that it offers the best combination of efficiency and effectiveness among current state-of-the-art approaches for localization. The robust alignment of images and scenes seen from widely different viewpoints is an important challenge for camera and scene reconstruction. This paper introduces a novel class of viewpoint independent local features for robust registration and novel algorithms to use the rich information of the new features for 3D scene alignment and large scale scene reconstruction. The key point of our approach consists of leveraging local shape information for the extraction of an invariant feature descriptor. The advantages of the novel viewpoint invariant patch (VIP) are: that the novel features are invariant to 3D camera motion and that a single VIP correspondence uniquely defines the 3D similarity transformation between two scenes. In the paper we demonstrate how to use the properties of the VIPs in an efficient matching scheme for 3D scene alignment. The algorithm is based on a hierarchical matching method which tests the components of the similarity transformation sequentially to allow efficient matching and 3D scene alignment. We evaluate the novel features on real data with known ground truth information and show that the features can be used to reconstruct large scale urban scenes. We describe an approach to object and scene retrieval which searches for and localizes all the occurrences of a user outlined object in a video. The object is represented by a set of viewpoint invariant region descriptors so that recognition can proceed successfully despite changes in viewpoint, illumination and partial occlusion. The temporal continuity of the video within a shot is used to track the regions in order to reject unstable regions and reduce the effects of noise in the descriptors. The analogy with text retrieval is in the implementation where matches on descriptors are pre-computed (using vector quantization), and inverted file systems and document rankings are used. The result is that retrieved is immediate, returning a ranked list of key frames shots in the manner of Google. The method is illustrated for matching in two full length feature films. Recently developed Structure from Motion (SfM) reconstruction approaches enable the creation of large scale 3D models of urban scenes. These compact scene representations can then be used for accurate image-based localization, creating the need for localization approaches that are able to efficiently handle such large amounts of data. An important bottleneck is the computation of 2D-to-3D correspondences required for pose estimation. Current stateof- the-art approaches use indirect matching techniques to accelerate this search. In this paper we demonstrate that direct 2D-to-3D matching methods have a considerable potential for improving registration performance. We derive a direct matching framework based on visual vocabulary quantization and a prioritized correspondence search. Through extensive experiments, we show that our framework efficiently handles large datasets and outperforms current state-of-the-art methods. This article describes a technique that can reliably align arbitrary 2D depictions of an architectural site, including drawings, paintings, and historical photographs, with a 3D model of the site. This is a tremendously difficult task, as the appearance and scene structure in the 2D depictions can be very different from the appearance and geometry of the 3D model, for example, due to the specific rendering style, drawing error, age, lighting, or change of seasons. In addition, we face a hard search problem: the number of possible alignments of the painting to a large 3D model, such as a partial reconstruction of a city, is huge. To address these issues, we develop a new compact representation of complex 3D scenes. The 3D model of the scene is represented by a small set of discriminative visual elements that are automatically learned from rendered views. Similar to object detection, the set of visual elements, as well as the weights of individual features for each element, are learned in a discriminative fashion. We show that the learned visual elements are reliably matched in 2D depictions of the scene despite large variations in rendering style (e.g., watercolor, sketch, historical photograph) and structural changes (e.g., missing scene parts, large occluders) of the scene. We demonstrate an application of the proposed approach to automatic rephotography to find an approximate viewpoint of historical paintings and photographs with respect to a 3D model of the site. The proposed alignment procedure is validated via a human user study on a new database of paintings and sketches spanning several sites. The results demonstrate that our algorithm produces significantly better alignments than several baseline methods. How predictable are human eye movements during search in real world scenes? We recorded 14 observers’ eye movements as they performed a search task (person detection) in 912 outdoor scenes. Observers were highly consistent in the regions fixated during search, even when the target was absent from the scene. These eye movements were used to evaluate computational models of search guidance from three sources: saliency, target features, and scene context. Each of these models independently outperformed a cross-image control in predicting human fixations. Models that combined sources of guidance ultimately predicted 94 of human agreement, with the scene context component providing the most explanatory power. None of the models, however, could reach the precision and fidelity of an attentional map defined by human fixations. This work puts forth a benchmark for computational models of search in real world scenes. Further improvements in The success of our Signature-Based Video Browser presented last year at Video Browser Showdown 2014 (now renamed to Video Search Showcase) was mainly based on effective filtering using position-color feature signatures, while browsing in the results comprising matched keyframes was based just on a simple sequential search approach. Since the results can consist of highly similar keyframes (e.g., news studio scenes) making the browsing more difficult, we have enhanced our tool with more advanced browsing techniques considering also homogeneous result sets obtained after filtering phase. Furthermore, we have utilized improved search models based on feature signatures to make the filtering phase more effective. Many experiments have shown that the human visual system makes extensive use of contextual information for facilitating object search in natural scenes. However, the question of how to formally model contextual influences is still open. On the basis of a Bayesian framework, the authors present an original approach of attentional guidance by global scene context. The model comprises 2 parallel pathways; one pathway computes local features (saliency) and the other computes global (scene-centered) features. The contextual guidance model of attention combines bottom-up saliency, scene context, and top-down mechanisms at an early stage of visual processing and predicts the image regions likely to be fixated by human observers performing natural search tasks in real-world scenes. One of the grand challenges of artificial intelligence is to enable computers to interpret 3D scenes and objects from imagery. This book organizes and introduces major concepts in 3D scene and object representation and inference from still images, with a focus on recent efforts to fuse models of geometry and perspective with statistical machine learning. The book is organized into three sections: (1) Interpretation of Physical Space; (2) Recognition of 3D Objects; and (3) Integrated 3D Scene Interpretation. The first discusses representations of spatial layout and techniques to interpret physical scenes from images. The second section introduces representations for 3D object categories that account for the intrinsically 3D nature of objects and provide robustness to change in viewpoints. The third section discusses strategies to unite inference of scene geometry and object pose and identity into a coherent scene interpretation. Each section broadly surveys important ideas from cognitive science and artificial intelligence research, organizes and discusses key concepts and techniques from recent work in computer vision, and describes a few sample approaches in detail. Newcomers to computer vision will benefit from introductions to basic concepts, such as single-view geometry and image classification, while experts and novices alike may find inspiration from the book's organization and discussion of the most recent ideas in 3D scene understanding and 3D object recognition. Specific topics include: mathematics of perspective geometry; visual elements of the physical scene, structural 3D scene representations; techniques and features for image and region categorization; historical perspective, computational models, and datasets and machine learning techniques for 3D object recognition; inferences of geometrical attributes of objects, such as size and pose; and probabilistic and feature-passing approaches for contextual reasoning about 3D objects and scenes. Table of Contents: Background on 3D Scene Models Single-view Geometry Modeling the Physical Scene Categorizing Images and Regions Examples of 3D Scene Interpretation Background on 3D Recognition Modeling 3D Objects Recognizing and Understanding 3D Objects Examples of 2D 1 2 Layout Models Reasoning about Objects and Scenes Cascades of Classifiers Conclusion and Future Directions We present a real-time approach for image-based localization within large scenes that have been reconstructed offline using structure from motion (Sfm). From monocular video, our method continuously computes a precise 6-DOF camera pose, by efficiently tracking natural features and matching them to 3D points in the Sfm point cloud. Our main contribution lies in efficiently interleaving a fast keypoint tracker that uses inexpensive binary feature descriptors with a new approach for direct 2D-to-3D matching. The 2D-to-3D matching avoids the need for online extraction of scale-invariant features. Instead, offline we construct an indexed database containing multiple DAISY descriptors per 3D point extracted at multiple scales. The key to the efficiency of our method lies in invoking DAISY descriptor extraction and matching sparingly during localization, and in distributing this computation over a window of successive frames. This enables the algorithm to run in real-time, without fluctuations in the latency over long durations. We evaluate the method in large indoor and outdoor scenes. Our algorithm runs at over 30 Hz on a laptop and at 12 Hz on a low-power, mobile computer suitable for onboard computation on a quadrotor micro aerial vehicle. We present a two-stage, geometry-aware approach for matching SIFT-like features in a fast and reliable manner. Our approach first uses a small sample of features to estimate the epipolar geometry between the images and leverages it for guided matching of the remaining features. This simple and generalized two-stage matching approach produces denser feature correspondences while allowing us to formulate an accelerated search strategy to gain significant speedup over the traditional matching. The traditional matching punitively rejects many true feature matches due to a global ratio test. The adverse effect of this is particularly visible when matching image pairs with repetitive structures. The geometry-aware approach prevents such pre-emptive rejection using a selective ratio-test and works effectively even on scenes with repetitive structures. We also show that the proposed algorithm is easy to parallelize and implement it on the GPU. We experimentally validate our algorithm on publicly available datasets and compare the results with state-of-the-art methods. We conducted high-frame-rate (HFR) video mosaicing for real-time synthesis of a panoramic image by implementing an improved feature-based video mosaicing algorithm on a field-programmable gate array (FPGA)-based high-speed vision platform. In the implementation of the mosaicing algorithm, feature point extraction was accelerated by implementing a parallel processing circuit module for Harris corner detection in the FPGA on the high-speed vision platform. Feature point correspondence matching can be executed for hundreds of selected feature points in the current frame by searching those in the previous frame in their neighbor ranges, assuming that frame-to-frame image displacement becomes considerably smaller in HFR vision. The system we developed can mosaic 512×512 images at 500 fps as a single synthesized image in real time by stitching the images based on their estimated frame-to-frame changes in displacement and orientation. The results of an experiment conducted, in which an outdoor scene was captured using a hand-held camera-head that was quickly moved by hand, verify the performance of our system. The design of low-level image features is critical for computer vision algorithms. Orientation histograms, such as those in SIFT [16] and HOG [3], are the most successful and popular features for visual object and scene recognition. We highlight the kernel view of orientation histograms, and show that they are equivalent to a certain type of match kernels over image patches. This novel view allows us to design a family of kernel descriptors which provide a unified and principled framework to turn pixel attributes (gradient, color, local binary pattern, etc.) into compact patch-level features. In particular, we introduce three types of match kernels to measure similarities between image patches, and construct compact low-dimensional kernel descriptors from these match kernels using kernel principal component analysis (KPCA) [23]. Kernel descriptors are easy to design and can turn any type of pixel attribute into patch-level features. They outperform carefully tuned and sophisticated features including SIFT and deep belief networks. We report superior performance on standard image classification benchmarks: Scene-15, Caltech-101, CIFAR10 and CIFAR10-ImageNet. This paper introduces an integrated local surface descriptor for surface representation and object recognition. A local surface descriptor is defined by a centroid, its surface type and 2D histogram. The 2D histogram consists of shape indexes, calculated from principal curvatures, and angles between the normal of reference point and that of its neighbors. Instead of calculating local surface descriptors for all the 3D surface points, we only calculate them for feature points, which are areas with large shape variation. Furthermore, in order to speed up the search process and deal with a large set of objects, model local surface patches are indexed into a hash table. Given a set of test local surface patches, we cast votes for models containing similar surface descriptors. Potential corresponding local surface patches and candidate models are hypothesized. Verification is performed by aligning models with scenes for the most likely models. Experimental results with real range data are presented to demonstrate the effectiveness of our approach. This paper reports a human face image searching system using sketches. A two-phase method, namely, sketch-to-mug-shot matching and human face image searching using relevance feedback, is designed and developed. In the sketch-to-mug-shot matching phase, we have developed a facial feature matching algorithm using local and global features. A point distribution model is employed to represent local facial features while the global feature consists of a set of the geometrical relationship between facial features. It is found that the performance of the sketch-to-mug-shot matching is good if the sketch image looks like the mug shot image in the database. However, in some situations, it is hard to construct a sketch that looks like the photograph. To overcome this limitation, this paper makes use of the concept of ldquohuman-in-the-looprdquo and proposes a human face image searching algorithm using relevance feedback in the second phase. Positive and negative samples will be collected from the user. A feedback algorithm that employs subspace linear discriminant analysis for online learning of the optimal projection for face representation is then designed and developed. The proposed system has been evaluated using the FERET database and a Japanese database with hundreds of individuals. The results are encouraging. Because of the popularity of touch-screen devices, it has become a highly desirable feature to retrieve images from a huge repository by matching with a hand-drawn sketch. Although searching images via keywords or an example image has been successfully launched in some commercial search engines of billions of images, it is still very challenging for both academia and industry to develop a sketch-based image retrieval system on a billion-level database. In this work, we systematically study this problem and try to build a system to support query-by-sketch for two billion images. The raw edge pixel and Chamfer matching are selected as the basic representation and matching in this system, owning to the superior performance compared with other methods in extensive experiments. To get a more compact feature and a faster matching, a vector-like Chamfer feature pair is introduced, based on which the complex matching is reformulated as the crossover dot-product of feature pairs. Based on this new formulation, a compact shape code is developed to represent each image sketch by projecting the Chamfer features to a linear subspace followed by a non-linear source coding. Finally, the multi-probe Kmedoids-LSH is leveraged to index database images, and the compact shape codes are further used for fast reranking. Extensive experiments show the effectiveness of the proposed features and algorithms in building such a sketch-based image search system. The photorealistic modeling of large-scale objects, such as urban scenes, requires the combination of range sensing technology and digital photography. In this paper, we attack the key problem of camera pose estimation, in an automatic and efficient way. First, the camera orientation is recovered by matching vanishing points (extracted from 2D images) with 3D directions (derived from a 3D range model). Then, a hypothesis-and-test algorithm computes the camera positions with respect to the 3D range model by matching corresponding 2D and 3D linear features. The camera positions are further optimized by minimizing a line-to-line distance. The advantage of our method over earlier work has to do with the fact we do not need to rely on extracted planar facades, or other higher-order features; we are utilizing low- level linear features. That makes this method more general, robust, and efficient. Our method can also be enhanced by the incorporation of traditional structure-from-motion algorithms. We have also developed a user-interface for allowing users to accurately texture-map 2D images onto 3D range models at interactive rates. We have tested our system in a large variety of urban scenes.