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Carme Julia; Angel Sappa; Felipe Lumbreras; Joan Serrat; Antonio Lopez |
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Title |
An Iterative Multiresolution Scheme for SFM with Missing Data: single and multiple object scenes |
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Journal Article |
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Year |
2010 |
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Image and Vision Computing |
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IMAVIS |
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28 |
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164-176 |
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Most of the techniques proposed for tackling the Structure from Motion problem (SFM) cannot deal with high percentages of missing data in the matrix of trajectories. Furthermore, an additional problem should be faced up when working with multiple object scenes: the rank of the matrix of trajectories should be estimated. This paper presents an iterative multiresolution scheme for SFM with missing data to be used in both the single and multiple object cases. The proposed scheme aims at recovering missing entries in the original input matrix. The objective is to improve the results by applying a factorization technique to the partially or totally filled in matrix instead of to the original input one. Experimental results obtained with synthetic and real data sequences, containing single and multiple objects, are presented to show the viability of the proposed approach. |
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0262-8856 |
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ADAS @ adas @ JSL2010 |
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1278 |
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Author |
Bogdan Raducanu; D. Gatica-Perez |
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Title |
Inferring competitive role patterns in reality TV show through nonverbal analysis |
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Journal Article |
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2012 |
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Multimedia Tools and Applications |
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MTAP |
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56 |
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207-226 |
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This paper introduces a new facet of social media, namely that depicting social interaction. More concretely, we address this problem from the perspective of nonverbal behavior-based analysis of competitive meetings. For our study, we made use of “The Apprentice” reality TV show, which features a competition for a real, highly paid corporate job. Our analysis is centered around two tasks regarding a person's role in a meeting: predicting the person with the highest status, and predicting the fired candidates. We address this problem by adopting both supervised and unsupervised strategies. The current study was carried out using nonverbal audio cues. Our approach is based only on the nonverbal interaction dynamics during the meeting without relying on the spoken words. The analysis is based on two types of data: individual and relational measures. Results obtained from the analysis of a full season of the show are promising (up to 85.7% of accuracy in the first case and up to 92.8% in the second case). Our approach has been conveniently compared with the Influence Model, demonstrating its superiority. |
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Elsevier |
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1380-7501 |
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OR;MV |
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BCNPCL @ bcnpcl @ RaG2012 |
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1360 |
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Jose Manuel Alvarez; Theo Gevers; Antonio Lopez |
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Title |
Learning photometric invariance for object detection |
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Journal Article |
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2010 |
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International Journal of Computer Vision |
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IJCV |
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90 |
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45-61 |
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road detection |
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Impact factor: 3.508 (the last available from JCR2009SCI). Position 4/103 in the category Computer Science, Artificial Intelligence. Quartile
Color is a powerful visual cue in many computer vision applications such as image segmentation and object recognition. However, most of the existing color models depend on the imaging conditions that negatively affect the performance of the task at hand. Often, a reflection model (e.g., Lambertian or dichromatic reflectance) is used to derive color invariant models. However, this approach may be too restricted to model real-world scenes in which different reflectance mechanisms can hold simultaneously.
Therefore, in this paper, we aim to derive color invariance by learning from color models to obtain diversified color invariant ensembles. First, a photometrical orthogonal and non-redundant color model set is computed composed of both color variants and invariants. Then, the proposed method combines these color models to arrive at a diversified color ensemble yielding a proper balance between invariance (repeatability) and discriminative power (distinctiveness). To achieve this, our fusion method uses a multi-view approach to minimize the estimation error. In this way, the proposed method is robust to data uncertainty and produces properly diversified color invariant ensembles. Further, the proposed method is extended to deal with temporal data by predicting the evolution of observations over time.
Experiments are conducted on three different image datasets to validate the proposed method. Both the theoretical and experimental results show that the method is robust against severe variations in imaging conditions. The method is not restricted to a certain reflection model or parameter tuning, and outperforms state-of-the-art detection techniques in the field of object, skin and road recognition. Considering sequential data, the proposed method (extended to deal with future observations) outperforms the other methods |
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Springer US |
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0920-5691 |
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ADAS @ adas @ AGL2010c |
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1451 |
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Author |
Jose Manuel Alvarez; Antonio Lopez |
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Title |
Road Detection Based on Illuminant Invariance |
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Journal Article |
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2011 |
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IEEE Transactions on Intelligent Transportation Systems |
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TITS |
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12 |
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184-193 |
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road detection |
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By using an onboard camera, it is possible to detect the free road surface ahead of the ego-vehicle. Road detection is of high relevance for autonomous driving, road departure warning, and supporting driver-assistance systems such as vehicle and pedestrian detection. The key for vision-based road detection is the ability to classify image pixels as belonging or not to the road surface. Identifying road pixels is a major challenge due to the intraclass variability caused by lighting conditions. A particularly difficult scenario appears when the road surface has both shadowed and nonshadowed areas. Accordingly, we propose a novel approach to vision-based road detection that is robust to shadows. The novelty of our approach relies on using a shadow-invariant feature space combined with a model-based classifier. The model is built online to improve the adaptability of the algorithm to the current lighting and the presence of other vehicles in the scene. The proposed algorithm works in still images and does not depend on either road shape or temporal restrictions. Quantitative and qualitative experiments on real-world road sequences with heavy traffic and shadows show that the method is robust to shadows and lighting variations. Moreover, the proposed method provides the highest performance when compared with hue-saturation-intensity (HSI)-based algorithms. |
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ADAS @ adas @ AlL2011 |
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1456 |
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Author |
Debora Gil; Petia Radeva |
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Title |
Extending anisotropic operators to recover smooth shapes |
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Journal Article |
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2005 |
Publication |
Computer Vision and Image Understanding |
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99 |
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110-125 |
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Contour completion; Functional extension; Differential operators; Riemmanian manifolds; Snake segmentation |
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Anisotropic differential operators are widely used in image enhancement processes. Recently, their property of smoothly extending functions to the whole image domain has begun to be exploited. Strong ellipticity of differential operators is a requirement that ensures existence of a unique solution. This condition is too restrictive for operators designed to extend image level sets: their own functionality implies that they should restrict to some vector field. The diffusion tensor that defines the diffusion operator links anisotropic processes with Riemmanian manifolds. In this context, degeneracy implies restricting diffusion to the varieties generated by the vector fields of positive eigenvalues, provided that an integrability condition is satisfied. We will use that any smooth vector field fulfills this integrability requirement to design line connection algorithms for contour completion. As application we present a segmenting strategy that assures convergent snakes whatever the geometry of the object to be modelled is. |
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1077-3142 |
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IAM;MILAB |
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IAM @ iam @ GIR2005 |
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1530 |
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Author |
Aura Hernandez-Sabate; Debora Gil; Jaume Garcia; Enric Marti |
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Title |
Image-based Cardiac Phase Retrieval in Intravascular Ultrasound Sequences |
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Journal Article |
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Year |
2011 |
Publication |
IEEE Transactions on Ultrasonics, Ferroelectrics and Frequency Control |
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T-UFFC |
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58 |
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60-72 |
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3-D exploring; ECG; band-pass filter; cardiac motion; cardiac phase retrieval; coronary arteries; electrocardiogram signal; image intensity local mean evolution; image-based cardiac phase retrieval; in vivo pullbacks acquisition; intravascular ultrasound sequences; longitudinal motion; signal extrema; time 36 ms; band-pass filters; biomedical ultrasonics; cardiovascular system; electrocardiography; image motion analysis; image retrieval; image sequences; medical image processing; ultrasonic imaging |
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Longitudinal motion during in vivo pullbacks acquisition of intravascular ultrasound (IVUS) sequences is a major artifact for 3-D exploring of coronary arteries. Most current techniques are based on the electrocardiogram (ECG) signal to obtain a gated pullback without longitudinal motion by using specific hardware or the ECG signal itself. We present an image-based approach for cardiac phase retrieval from coronary IVUS sequences without an ECG signal. A signal reflecting cardiac motion is computed by exploring the image intensity local mean evolution. The signal is filtered by a band-pass filter centered at the main cardiac frequency. Phase is retrieved by computing signal extrema. The average frame processing time using our setup is 36 ms. Comparison to manually sampled sequences encourages a deeper study comparing them to ECG signals. |
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0885-3010 |
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IAM;ADAS |
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IAM @ iam @ HGG2011 |
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1546 |
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Author |
Enric Marti; Debora Gil; Carme Julia |
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Title |
A PBL experience in the teaching of Computer Graphics |
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Conference Article |
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Year |
2005 |
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EUROGRAPHICS Proceedings |
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5 |
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95-103 |
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project-based learning; computer graphics education; Open GL; rendering techniques; computer animation techniques; Graphics packages; Hierarchy and geometric transformations; Animation; Color; shading; shadowing and texture; fractals; hidden line/surface removal; Problem Based Learning |
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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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Dublin; Ireland; September 2005 |
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EUROGRAPHICS |
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IAM @ iam @ MGJ2005 |
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1593 |
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Author |
Enric Marti; Carme Julia; Debora Gil |
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Title |
A PBL Experience in the Teaching of Computer Graphics |
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Conference Article |
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Year |
2007 |
Publication |
XVII Congreso Español de Informàtica Gráfica |
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25 |
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95-103 |
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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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Zaragoza; September 2007 |
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IAM @ iam @ MJG2007a |
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1603 |
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Author |
Enric Marti; Carme Julia; Debora Gil |
![goto web page (via DOI) doi](img/doi.gif)
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A PBL Experience in the Teaching of Computer Graphics |
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Journal Article |
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2006 |
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Computer Graphics Forum |
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CGF |
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25 |
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95-103 |
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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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Computer Graphics Forum |
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Computer Vision CenterComputer Science Department Escola Tcnica Superior d’Enginyeria (UAB), Edifi |
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IAM @ iam @ MJG2006a |
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1607 |
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Author |
Misael Rosales; Petia Radeva; Oriol Rodriguez-Leor; Debora Gil |
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Title |
Modelling of image-catheter motion for 3-D IVUS |
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Journal Article |
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2009 |
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Medical image analysis |
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MIA |
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13 |
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91-104 |
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Intravascular ultrasound (IVUS); Motion estimation; Motion decomposition; Fourier |
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Three-dimensional intravascular ultrasound (IVUS) allows to visualize and obtain volumetric measurements of coronary lesions through an exploration of the cross sections and longitudinal views of arteries. However, the visualization and subsequent morpho-geometric measurements in IVUS longitudinal cuts are subject to distortion caused by periodic image/vessel motion around the IVUS catheter. Usually, to overcome the image motion artifact ECG-gating and image-gated approaches are proposed, leading to slowing the pullback acquisition or disregarding part of IVUS data. In this paper, we argue that the image motion is due to 3-D vessel geometry as well as cardiac dynamics, and propose a dynamic model based on the tracking of an elliptical vessel approximation to recover the rigid transformation and align IVUS images without loosing any IVUS data. We report an extensive validation with synthetic simulated data and in vivo IVUS sequences of 30 patients achieving an average reduction of the image artifact of 97% in synthetic data and 79% in real-data. Our study shows that IVUS alignment improves longitudinal analysis of the IVUS data and is a necessary step towards accurate reconstruction and volumetric measurements of 3-D IVUS. |
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IAM @ iam @ RRR2009 |
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Jorge Bernal; F. Javier Sanchez; Fernando Vilariño |
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Title |
Depth of Valleys Accumulation Algorithm for Object Detection |
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Conference Article |
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2011 |
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14th Congrès Català en Intel·ligencia Artificial |
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1 |
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71-80 |
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Object Recognition, Object Region Identification, Image Analysis, Image Processing |
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This work aims at detecting in which regions the objects in the image are by using information about the intensity of valleys, which appear to surround ob- jects in images where the source of light is in the line of direction than the camera. We present our depth of valleys accumulation method, which consists of two stages: first, the definition of the depth of valleys image which combines the output of a ridges and valleys detector with the morphological gradient to measure how deep is a point inside a valley and second, an algorithm that denotes points of the image as interior to objects those which are inside complete or incomplete boundaries in the depth of valleys image. To evaluate the performance of our method we have tested it on several application domains. Our results on object region identification are promising, specially in the field of polyp detection in colonoscopy videos, and we also show its applicability in different areas. |
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Lleida |
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978-1-60750-841-0 |
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800 |
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CCIA |
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MV;SIAI |
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IAM @ iam @ BSV2011b |
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1699 |
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Author |
Carme Julia; Felipe Lumbreras; Angel Sappa |
![goto web page (via DOI) doi](img/doi.gif)
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Title |
A Factorization-based Approach to Photometric Stereo |
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2011 |
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International Journal of Imaging Systems and Technology |
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IJIST |
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21 |
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115-119 |
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This article presents an adaptation of a factorization technique to tackle the photometric stereo problem. That is to recover the surface normals and reflectance of an object from a set of images obtained under different lighting conditions. The main contribution of the proposed approach is to consider pixels in shadow and saturated regions as missing data, in order to reduce their influence to the result. Concretely, an adapted Alternation technique is used to deal with missing data. Experimental results considering both synthetic and real images show the viability of the proposed factorization-based strategy. © 2011 Wiley Periodicals, Inc. Int J Imaging Syst Technol, 21, 115–119, 2011. |
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ADAS |
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Admin @ si @ JLS2011; ADAS @ adas @ |
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1711 |
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Author |
Xavier Boix; Josep M. Gonfaus; Joost Van de Weijer; Andrew Bagdanov; Joan Serrat; Jordi Gonzalez |
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Title |
Harmony Potentials: Fusing Global and Local Scale for Semantic Image Segmentation |
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2012 |
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International Journal of Computer Vision |
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IJCV |
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96 |
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83-102 |
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The Hierarchical Conditional Random Field(HCRF) model have been successfully applied to a number of image labeling problems, including image segmentation. However, existing HCRF models of image segmentation do not allow multiple classes to be assigned to a single region, which limits their ability to incorporate contextual information across multiple scales.
At higher scales in the image, this representation yields an oversimplied model since multiple classes can be reasonably expected to appear within large regions. This simplied model particularly limits the impact of information at higher scales. Since class-label information at these scales is usually more reliable than at lower, noisier scales, neglecting this information is undesirable. To
address these issues, we propose a new consistency potential for image labeling problems, which we call the harmony potential. It can encode any possible combi-
nation of labels, penalizing only unlikely combinations of classes. We also propose an eective sampling strategy over this expanded label set that renders tractable the underlying optimization problem. Our approach obtains state-of-the-art results on two challenging, standard benchmark datasets for semantic image segmentation: PASCAL VOC 2010, and MSRC-21. |
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0920-5691 |
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ISE;CIC;ADAS |
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Admin @ si @ BGW2012 |
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1718 |
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Author |
Koen E.A. van de Sande; Theo Gevers; Cees G.M. Snoek |
![goto web page (via DOI) doi](img/doi.gif)
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Title |
Empowering Visual Categorization with the GPU |
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Journal Article |
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2011 |
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IEEE Transactions on Multimedia |
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TMM |
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13 |
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60-70 |
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Visual categorization is important to manage large collections of digital images and video, where textual meta-data is often incomplete or simply unavailable. The bag-of-words model has become the most powerful method for visual categorization of images and video. Despite its high accuracy, a severe drawback of this model is its high computational cost. As the trend to increase computational power in newer CPU and GPU architectures is to increase their level of parallelism, exploiting this parallelism becomes an important direction to handle the computational cost of the bag-of-words approach. When optimizing a system based on the bag-of-words approach, the goal is to minimize the time it takes to process batches of images. Additionally, we also consider power usage as an evaluation metric. In this paper, we analyze the bag-of-words model for visual categorization in terms of computational cost and identify two major bottlenecks: the quantization step and the classification step. We address these two bottlenecks by proposing two efficient algorithms for quantization and classification by exploiting the GPU hardware and the CUDA parallel programming model. The algorithms are designed to (1) keep categorization accuracy intact, (2) decompose the problem and (3) give the same numerical results. In the experiments on large scale datasets it is shown that, by using a parallel implementation on the Geforce GTX260 GPU, classifying unseen images is 4.8 times faster than a quad-core CPU version on the Core i7 920, while giving the exact same numerical results. In addition, we show how the algorithms can be generalized to other applications, such as text retrieval and video retrieval. Moreover, when the obtained speedup is used to process extra video frames in a video retrieval benchmark, the accuracy of visual categorization is improved by 29%. |
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Admin @ si @ SGS2011b |
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1729 |
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Author |
Victor Ponce; Mario Gorga; Xavier Baro; Petia Radeva; Sergio Escalera |
![goto web page url](img/www.gif)
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Title |
Analisis de la Expresion Oral y Gestual en Proyectos Fin de Carrera Via un Sistema de Vision Artificial |
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Miscellaneous |
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2011 |
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Revista electronica de la asociacion de enseñantes universitarios de la informatica AENUI |
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ReVision |
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4 |
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8-18 |
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La comunicación y expresión oral es una competencia de especial relevancia en el EEES. No obstante, en muchas enseñanzas superiores la puesta en práctica de esta competencia ha sido relegada principalmente a la presentación de proyectos fin de carrera. Dentro de un proyecto de innovación docente, se ha desarrollado una herramienta informática para la extracción de información objetiva para el análisis de la expresión oral y gestual de los alumnos. El objetivo es dar un “feedback” a los estudiantes que les permita mejorar la calidad de sus presentaciones. El prototipo inicial que se presenta en este trabajo permite extraer de forma automática información audiovisual y analizarla mediante técnicas de aprendizaje. El sistema ha sido aplicado a 15 proyectos fin de carrera y 15 exposiciones dentro de una asignatura de cuarto curso. Los resultados obtenidos muestran la viabilidad del sistema para sugerir factores que ayuden tanto en el éxito de la comunicación así como en los criterios de evaluación. |
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1989-1199 |
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MILAB;HuPBA;MV |
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Admin @ si @ PGB2011c |
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1783 |
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