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Egils Avots, M. Daneshmanda, Andres Traumann, Sergio Escalera, & G. Anbarjafaria. (2016). Automatic garment retexturing based on infrared information. CG - Computers & Graphics, 59, 28–38.
Abstract: This paper introduces a new automatic technique for garment retexturing using a single static image along with the depth and infrared information obtained using the Microsoft Kinect II as the RGB-D acquisition device. First, the garment is segmented out from the image using either the Breadth-First Search algorithm or the semi-automatic procedure provided by the GrabCut method. Then texture domain coordinates are computed for each pixel belonging to the garment using normalised 3D information. Afterwards, shading is applied to the new colours from the texture image. As the main contribution of the proposed method, the latter information is obtained based on extracting a linear map transforming the colour present on the infrared image to that of the RGB colour channels. One of the most important impacts of this strategy is that the resulting retexturing algorithm is colour-, pattern- and lighting-invariant. The experimental results show that it can be used to produce realistic representations, which is substantiated through implementing it under various experimentation scenarios, involving varying lighting intensities and directions. Successful results are accomplished also on video sequences, as well as on images of subjects taking different poses. Based on the Mean Opinion Score analysis conducted on many randomly chosen users, it has been shown to produce more realistic-looking results compared to the existing state-of-the-art methods suggested in the literature. From a wide perspective, the proposed method can be used for retexturing all sorts of segmented surfaces, although the focus of this study is on garment retexturing, and the investigation of the configurations is steered accordingly, since the experiments target an application in the context of virtual fitting rooms.
Keywords: Garment Retexturing; Texture Mapping; Infrared Images; RGB-D Acquisition Devices; Shading
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Egils Avots, Meysam Madadi, Sergio Escalera, Jordi Gonzalez, Xavier Baro, Paul Pallin, et al. (2019). From 2D to 3D geodesic-based garment matching. MTAP - Multimedia Tools and Applications, 78(18), 25829–25853.
Abstract: A new approach for 2D to 3D garment retexturing is proposed based on Gaussian mixture models and thin plate splines (TPS). An automatically segmented garment of an individual is matched to a new source garment and rendered, resulting in augmented images in which the target garment has been retextured using the texture of the source garment. We divide the problem into garment boundary matching based on Gaussian mixture models and then interpolate inner points using surface topology extracted through geodesic paths, which leads to a more realistic result than standard approaches. We evaluated and compared our system quantitatively by root mean square error (RMS) and qualitatively using the mean opinion score (MOS), showing the benefits of the proposed methodology on our gathered dataset.
Keywords: Shape matching; Geodesic distance; Texture mapping; RGBD image processing; Gaussian mixture model
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Eloi Puertas, Sergio Escalera, & Oriol Pujol. (2015). Generalized Multi-scale Stacked Sequential Learning for Multi-class Classification. PAA - Pattern Analysis and Applications, 18(2), 247–261.
Abstract: In many classification problems, neighbor data labels have inherent sequential relationships. Sequential learning algorithms take benefit of these relationships in order to improve generalization. In this paper, we revise the multi-scale sequential learning approach (MSSL) for applying it in the multi-class case (MMSSL). We introduce the error-correcting output codesframework in the MSSL classifiers and propose a formulation for calculating confidence maps from the margins of the base classifiers. In addition, we propose a MMSSL compression approach which reduces the number of features in the extended data set without a loss in performance. The proposed methods are tested on several databases, showing significant performance improvement compared to classical approaches.
Keywords: Stacked sequential learning; Multi-scale; Error-correct output codes (ECOC); Contextual classification
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Enric Marti, Carme Julia, & Debora Gil. (2006). A PBL Experience in the Teaching of Computer Graphics. CGF - Computer Graphics Forum, 25(1), 95–103.
Abstract: Project-Based Learning (PBL) is an educational strategy to improve student’s learning capability that, in recent years, has had a progressive acceptance in undergraduate studies. This methodology is based on solving a problem or project in a student working group. In this way, PBL focuses on learning the necessary tools to correctly find a solution to given problems. Since the learning initiative is transferred to the student, the PBL method promotes students own abilities. This allows a better assessment of the true workload that carries out the student in the subject. It follows that the methodology conforms to the guidelines of the Bologna document, which quantifies the student workload in a subject by means of the European credit transfer system (ECTS). PBL is currently applied in undergraduate studies needing strong practical training such as medicine, nursing or law sciences. Although this is also the case in engineering studies, amazingly, few experiences have been reported. In this paper we propose to use PBL in the educational organization of the Computer Graphics subjects in the Computer Science degree. Our PBL project focuses in the development of a C++ graphical environment based on the OpenGL libraries for visualization and handling of different graphical objects. The starting point is a basic skeleton that already includes lighting functions, perspective projection with mouse interaction to change the point of view and three predefined objects. Students have to complete this skeleton by adding their own functions to solve the project. A total number of 10 projects have been proposed and successfully solved. The exercises range from human face rendering to articulated objects, such as robot arms or puppets. In the present paper we extensively report the statement and educational objectives for two of the projects: solar system visualization and a chess game. We report our earlier educational experience based on the standard classroom theoretical, problem and practice sessions and the reasons that motivated searching for other learning methods. We have mainly chosen PBL because it improves the student learning initiative. We have applied the PBL educational model since the beginning of the second semester. The student’s feedback increases in his interest for the subject. We present a comparative study of the teachers’ and students’ workload between PBL and the classic teaching approach, which suggests that the workload increase in PBL is not as high as it seems.
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Enric Marti, Jordi Regincos, Jaime Lopez-Krahe, & Juan J.Villanueva. (1993). Hand line drawing interpretation as three-dimensional objects. Signal Processing – Intelligent systems for signal and image understanding, 32(1-2), 91–110.
Abstract: In this paper we present a technique to interpret hand line drawings as objects in a three-dimensional space. The object domain considered is based on planar surfaces with straight edges, concretely, on ansextension of Origami world to hidden lines. The line drawing represents the object under orthographic projection and it is sensed using a scanner. Our method is structured in two modules: feature extraction and feature interpretation. In the first one, image processing techniques are applied under certain tolerance margins to detect lines and junctions on the hand line drawing. Feature interpretation module is founded on line labelling techniques using a labelled junction dictionary. A labelling algorithm is here proposed. It uses relaxation techniques to reduce the number of incompatible labels with the junction dictionary so that the convergence of solutions can be accelerated. We formulate some labelling hypotheses tending to eliminate elements in two sets of labelled interpretations. That is, those which are compatible with the dictionary but do not correspond to three-dimensional objects and those which represent objects not very probable to be specified by means of a line drawing. New entities arise on the line drawing as a result of the extension of Origami world. These are defined to enunciate the assumptions of our method as well as to clarify the algorithms proposed. This technique is framed in a project aimed to implement a system to create 3D objects to improve man-machine interaction in CAD systems.
Keywords: Line drawing interpretation; line labelling; scene analysis; man-machine interaction; CAD input; line extraction
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Enrique Cabello, Cristina Conde, Angel Serrano, Licesio Rodriguez, & David Vazquez. (2006). Empleo de sistemas biométricos para el reconocimiento de personas en aeropuertos. Instituto Universitario de Investigación sobre Seguridad Interior (IUSI 2006), .
Abstract: El presente proyecto se desarrolló a lo largo del año 2005, probando un prototipo de un sistema de verificación facial con imágenes extraídas de las cámaras de video vigilancia del aeropuerto de Barajas. Se diseñaron varios experimentos, agrupados en dos clases. En el primer tipo, el sistema es entrenado con imágenes obtenidas en condiciones de laboratorio y luego probado con imágenes extraídas de las cámaras de video vigilancia del aeropuerto de Barajas. En el segundo caso, tanto las imágenes de entrenamiento como las de prueba corresponden a imágenes extraídas de Barajas. Se ha desarrollado un sistema completo, que incluye adquisición y digitalización de las imágenes, localización y recorte de las caras en escena, verificación de sujetos y obtención de resultados. Los resultados muestran, que, en general, un sistema de verificación facial basado en imágenes puede ser una ayuda a un operario que deba estar vigilando amplias zonas.
Keywords: Surveillance; Face detection; Face recognition
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Ernest Valveny, & Enric Marti. (2003). A model for image generation and symbol recognition through the deformation of lineal shapes. PRL - Pattern Recognition Letters, 24(15), 2857–2867.
Abstract: We describe a general framework for the recognition of distorted images of lineal shapes, which relies on three items: a model to represent lineal shapes and their deformations, a model for the generation of distorted binary images and the combination of both models in a common probabilistic framework, where the generation of deformations is related to an internal energy, and the generation of binary images to an external energy. Then, recognition consists in the minimization of a global energy function, performed by using the EM algorithm. This general framework has been applied to the recognition of hand-drawn lineal symbols in graphic documents.
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Ernest Valveny, & Enric Marti. (2000). Deformable Template Matching within a Bayesian Framework for Hand-Written Graphic Symbol Recognition. Graphics Recognition Recent Advances, 1941, 193–208.
Abstract: We describe a method for hand-drawn symbol recognition based on deformable template matching able to handle uncertainty and imprecision inherent to hand-drawing. Symbols are represented as a set of straight lines and their deformations as geometric transformations of these lines. Matching, however, is done over the original binary image to avoid loss of information during line detection. It is defined as an energy minimization problem, using a Bayesian framework which allows to combine fidelity to ideal shape of the symbol and flexibility to modify the symbol in order to get the best fit to the binary input image. Prior to matching, we find the best global transformation of the symbol to start the recognition process, based on the distance between symbol lines and image lines. We have applied this method to the recognition of dimensions and symbols in architectural floor plans and we show its flexibility to recognize distorted symbols.
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Estefania Talavera, Carolin Wuerich, Nicolai Petkov, & Petia Radeva. (2020). Topic modelling for routine discovery from egocentric photo-streams. PR - Pattern Recognition, 104, 107330.
Abstract: Developing tools to understand and visualize lifestyle is of high interest when addressing the improvement of habits and well-being of people. Routine, defined as the usual things that a person does daily, helps describe the individuals’ lifestyle. With this paper, we are the first ones to address the development of novel tools for automatic discovery of routine days of an individual from his/her egocentric images. In the proposed model, sequences of images are firstly characterized by semantic labels detected by pre-trained CNNs. Then, these features are organized in temporal-semantic documents to later be embedded into a topic models space. Finally, Dynamic-Time-Warping and Spectral-Clustering methods are used for final day routine/non-routine discrimination. Moreover, we introduce a new EgoRoutine-dataset, a collection of 104 egocentric days with more than 100.000 images recorded by 7 users. Results show that routine can be discovered and behavioural patterns can be observed.
Keywords: Routine; Egocentric vision; Lifestyle; Behaviour analysis; Topic modelling
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Estefania Talavera, Maria Leyva-Vallina, Md. Mostafa Kamal Sarker, Domenec Puig, Nicolai Petkov, & Petia Radeva. (2020). Hierarchical approach to classify food scenes in egocentric photo-streams. J-BHI - IEEE Journal of Biomedical and Health Informatics, 24(3), 866–877.
Abstract: Recent studies have shown that the environment where people eat can affect their nutritional behaviour. In this work, we provide automatic tools for a personalised analysis of a person's health habits by the examination of daily recorded egocentric photo-streams. Specifically, we propose a new automatic approach for the classification of food-related environments, that is able to classify up to 15 such scenes. In this way, people can monitor the context around their food intake in order to get an objective insight into their daily eating routine. We propose a model that classifies food-related scenes organized in a semantic hierarchy. Additionally, we present and make available a new egocentric dataset composed of more than 33000 images recorded by a wearable camera, over which our proposed model has been tested. Our approach obtains an accuracy and F-score of 56\% and 65\%, respectively, clearly outperforming the baseline methods.
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F. Javier Sanchez, Jorge Bernal, Cristina Sanchez Montes, Cristina Rodriguez de Miguel, & Gloria Fernandez Esparrach. (2017). Bright spot regions segmentation and classification for specular highlights detection in colonoscopy videos. MVAP - Machine Vision and Applications, , 1–20.
Abstract: A novel specular highlights detection method in colonoscopy videos is presented. The method is based on a model of appearance dening specular
highlights as bright spots which are highly contrasted with respect to adjacent regions. Our approach proposes two stages; segmentation, and then classication
of bright spot regions. The former denes a set of candidate regions obtained through a region growing process with local maxima as initial region seeds. This process creates a tree structure which keeps track, at each growing iteration, of the region frontier contrast; nal regions provided depend on restrictions over contrast value. Non-specular regions are ltered through a classication stage performed by a linear SVM classier using model-based features from each region. We introduce a new validation database with more than 25; 000 regions along with their corresponding pixel-wise annotations. We perform a comparative study against other approaches. Results show that our method is superior to other approaches, with our segmented regions being
closer to actual specular regions in the image. Finally, we also present how our methodology can also be used to obtain an accurate prediction of polyp histology.
Keywords: Specular highlights; bright spot regions segmentation; region classification; colonoscopy
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F. Moreso, D. Seron, Jordi Vitria, J.M. Grinyo, F.M. Colome-Serra, N. Pares, et al. (1994). Quantification of Interstitial Chronic Renal Damage by means of Texture Analysis. Kidney International, 46(6), 1721–1727.
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F.Negin, Pau Rodriguez, M.Koperski, A.Kerboua, Jordi Gonzalez, J.Bourgeois, et al. (2018). PRAXIS: Towards automatic cognitive assessment using gesture recognition. ESWA - Expert Systems with Applications, 106, 21–35.
Abstract: Praxis test is a gesture-based diagnostic test which has been accepted as diagnostically indicative of cortical pathologies such as Alzheimer’s disease. Despite being simple, this test is oftentimes skipped by the clinicians. In this paper, we propose a novel framework to investigate the potential of static and dynamic upper-body gestures based on the Praxis test and their potential in a medical framework to automatize the test procedures for computer-assisted cognitive assessment of older adults.
In order to carry out gesture recognition as well as correctness assessment of the performances we have recollected a novel challenging RGB-D gesture video dataset recorded by Kinect v2, which contains 29 specific gestures suggested by clinicians and recorded from both experts and patients performing the gesture set. Moreover, we propose a framework to learn the dynamics of upper-body gestures, considering the videos as sequences of short-term clips of gestures. Our approach first uses body part detection to extract image patches surrounding the hands and then, by means of a fine-tuned convolutional neural network (CNN) model, it learns deep hand features which are then linked to a long short-term memory to capture the temporal dependencies between video frames.
We report the results of four developed methods using different modalities. The experiments show effectiveness of our deep learning based approach in gesture recognition and performance assessment tasks. Satisfaction of clinicians from the assessment reports indicates the impact of framework corresponding to the diagnosis.
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Fadi Dornaika, Abdelmalik Moujahid, & Bogdan Raducanu. (2013). Facial expression recognition using tracked facial actions: Classifier performance analysis. EAAI - Engineering Applications of Artificial Intelligence, 26(1), 467–477.
Abstract: In this paper, we address the analysis and recognition of facial expressions in continuous videos. More precisely, we study classifiers performance that exploit head pose independent temporal facial action parameters. These are provided by an appearance-based 3D face tracker that simultaneously provides the 3D head pose and facial actions. The use of such tracker makes the recognition pose- and texture-independent. Two different schemes are studied. The first scheme adopts a dynamic time warping technique for recognizing expressions where training data are given by temporal signatures associated with different universal facial expressions. The second scheme models temporal signatures associated with facial actions with fixed length feature vectors (observations), and uses some machine learning algorithms in order to recognize the displayed expression. Experiments quantified the performance of different schemes. These were carried out on CMU video sequences and home-made video sequences. The results show that the use of dimension reduction techniques on the extracted time series can improve the classification performance. Moreover, these experiments show that the best recognition rate can be above 90%.
Keywords: Visual face tracking; 3D deformable models; Facial actions; Dynamic facial expression recognition; Human–computer interaction
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Fadi Dornaika, & Angel Sappa. (2007). Rigid and Non-rigid Face Motion Tracking by Aligning Texture Maps and Stereo 3D Models. PRL - Pattern Recognition Letters, 28(15), 2116–2126.
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