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Author Katerine Diaz; Jesus Martinez del Rincon; Aura Hernandez-Sabate edit   pdf
url  openurl
  Title Decremental generalized discriminative common vectors applied to images classification Type Journal Article
  Year 2017 Publication Knowledge-Based Systems Abbreviated Journal KBS  
  Volume 131 Issue Pages 46-57  
  Keywords Decremental learning; Generalized Discriminative Common Vectors; Feature extraction; Linear subspace methods; Classification  
  Abstract In this paper, a novel decremental subspace-based learning method called Decremental Generalized Discriminative Common Vectors method (DGDCV) is presented. The method makes use of the concept of decremental learning, which we introduce in the field of supervised feature extraction and classification. By efficiently removing unnecessary data and/or classes for a knowledge base, our methodology is able to update the model without recalculating the full projection or accessing to the previously processed training data, while retaining the previously acquired knowledge. The proposed method has been validated in 6 standard face recognition datasets, showing a considerable computational gain without compromising the accuracy of the model.  
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  Notes (up) ADAS; 600.118; 600.121 Approved no  
  Call Number Admin @ si @ DMH2017a Serial 3003  
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Author Daniel Hernandez; Lukas Schneider; P. Cebrian; A. Espinosa; David Vazquez; Antonio Lopez; Uwe Franke; Marc Pollefeys; Juan Carlos Moure edit   pdf
url  openurl
  Title Slanted Stixels: A way to represent steep streets Type Journal Article
  Year 2019 Publication International Journal of Computer Vision Abbreviated Journal IJCV  
  Volume 127 Issue Pages 1643–1658  
  Keywords  
  Abstract This work presents and evaluates a novel compact scene representation based on Stixels that infers geometric and semantic information. Our approach overcomes the previous rather restrictive geometric assumptions for Stixels by introducing a novel depth model to account for non-flat roads and slanted objects. Both semantic and depth cues are used jointly to infer the scene representation in a sound global energy minimization formulation. Furthermore, a novel approximation scheme is introduced in order to significantly reduce the computational complexity of the Stixel algorithm, and then achieve real-time computation capabilities. The idea is to first perform an over-segmentation of the image, discarding the unlikely Stixel cuts, and apply the algorithm only on the remaining Stixel cuts. This work presents a novel over-segmentation strategy based on a fully convolutional network, which outperforms an approach based on using local extrema of the disparity map. We evaluate the proposed methods in terms of semantic and geometric accuracy as well as run-time on four publicly available benchmark datasets. Our approach maintains accuracy on flat road scene datasets while improving substantially on a novel non-flat road dataset.  
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  Notes (up) ADAS; 600.118; 600.124 Approved no  
  Call Number Admin @ si @ HSC2019 Serial 3304  
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Author Cesar de Souza; Adrien Gaidon; Yohann Cabon; Naila Murray; Antonio Lopez edit   pdf
doi  openurl
  Title Generating Human Action Videos by Coupling 3D Game Engines and Probabilistic Graphical Models Type Journal Article
  Year 2020 Publication International Journal of Computer Vision Abbreviated Journal IJCV  
  Volume 128 Issue Pages 1505–1536  
  Keywords Procedural generation; Human action recognition; Synthetic data; Physics  
  Abstract Deep video action recognition models have been highly successful in recent years but require large quantities of manually-annotated data, which are expensive and laborious to obtain. In this work, we investigate the generation of synthetic training data for video action recognition, as synthetic data have been successfully used to supervise models for a variety of other computer vision tasks. We propose an interpretable parametric generative model of human action videos that relies on procedural generation, physics models and other components of modern game engines. With this model we generate a diverse, realistic, and physically plausible dataset of human action videos, called PHAV for “Procedural Human Action Videos”. PHAV contains a total of 39,982 videos, with more than 1000 examples for each of 35 action categories. Our video generation approach is not limited to existing motion capture sequences: 14 of these 35 categories are procedurally-defined synthetic actions. In addition, each video is represented with 6 different data modalities, including RGB, optical flow and pixel-level semantic labels. These modalities are generated almost simultaneously using the Multiple Render Targets feature of modern GPUs. In order to leverage PHAV, we introduce a deep multi-task (i.e. that considers action classes from multiple datasets) representation learning architecture that is able to simultaneously learn from synthetic and real video datasets, even when their action categories differ. Our experiments on the UCF-101 and HMDB-51 benchmarks suggest that combining our large set of synthetic videos with small real-world datasets can boost recognition performance. Our approach also significantly outperforms video representations produced by fine-tuning state-of-the-art unsupervised generative models of videos.  
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  Notes (up) ADAS; 600.124; 600.118 Approved no  
  Call Number Admin @ si @ SGC2019 Serial 3303  
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Author Akhil Gurram; Onay Urfalioglu; Ibrahim Halfaoui; Fahd Bouzaraa; Antonio Lopez edit  url
doi  openurl
  Title Semantic Monocular Depth Estimation Based on Artificial Intelligence Type Journal Article
  Year 2020 Publication IEEE Intelligent Transportation Systems Magazine Abbreviated Journal ITSM  
  Volume 13 Issue 4 Pages 99-103  
  Keywords  
  Abstract Depth estimation provides essential information to perform autonomous driving and driver assistance. A promising line of work consists of introducing additional semantic information about the traffic scene when training CNNs for depth estimation. In practice, this means that the depth data used for CNN training is complemented with images having pixel-wise semantic labels where the same raw training data is associated with both types of ground truth, i.e., depth and semantic labels. The main contribution of this paper is to show that this hard constraint can be circumvented, i.e., that we can train CNNs for depth estimation by leveraging the depth and semantic information coming from heterogeneous datasets. In order to illustrate the benefits of our approach, we combine KITTI depth and Cityscapes semantic segmentation datasets, outperforming state-of-the-art results on monocular depth estimation.  
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  Notes (up) ADAS; 600.124; 600.118 Approved no  
  Call Number Admin @ si @ GUH2019 Serial 3306  
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Author Daniel Hernandez; Antonio Espinosa; David Vazquez; Antonio Lopez; Juan C. Moure edit   pdf
url  doi
openurl 
  Title 3D Perception With Slanted Stixels on GPU Type Journal Article
  Year 2021 Publication IEEE Transactions on Parallel and Distributed Systems Abbreviated Journal TPDS  
  Volume 32 Issue 10 Pages 2434-2447  
  Keywords Daniel Hernandez-Juarez; Antonio Espinosa; David Vazquez; Antonio M. Lopez; Juan C. Moure  
  Abstract This article presents a GPU-accelerated software design of the recently proposed model of Slanted Stixels, which represents the geometric and semantic information of a scene in a compact and accurate way. We reformulate the measurement depth model to reduce the computational complexity of the algorithm, relying on the confidence of the depth estimation and the identification of invalid values to handle outliers. The proposed massively parallel scheme and data layout for the irregular computation pattern that corresponds to a Dynamic Programming paradigm is described and carefully analyzed in performance terms. Performance is shown to scale gracefully on current generation embedded GPUs. We assess the proposed methods in terms of semantic and geometric accuracy as well as run-time performance on three publicly available benchmark datasets. Our approach achieves real-time performance with high accuracy for 2048 × 1024 image sizes and 4 × 4 Stixel resolution on the low-power embedded GPU of an NVIDIA Tegra Xavier.  
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  Notes (up) ADAS; 600.124; 600.118 Approved no  
  Call Number Admin @ si @ HEV2021 Serial 3561  
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