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Jose Manuel Alvarez, Felipe Lumbreras, Theo Gevers and Antonio Lopez. 2010. Geographic Information for vision-based Road Detection. IEEE Intelligent Vehicles Symposium.621–626.
Abstract: Road detection is a vital task for the development of autonomous vehicles. The knowledge of the free road surface ahead of the target vehicle can be used for autonomous driving, road departure warning, as well as to support advanced driver assistance systems like vehicle or pedestrian detection. Using vision to detect the road has several advantages in front of other sensors: richness of features, easy integration, low cost or low power consumption. Common vision-based road detection approaches use low-level features (such as color or texture) as visual cues to group pixels exhibiting similar properties. However, it is difficult to foresee a perfect clustering algorithm since roads are in outdoor scenarios being imaged from a mobile platform. In this paper, we propose a novel high-level approach to vision-based road detection based on geographical information. The key idea of the algorithm is exploiting geographical information to provide a rough detection of the road. Then, this segmentation is refined at low-level using color information to provide the final result. The results presented show the validity of our approach.
Keywords: road detection
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David Lloret, Joan Serrat, Antonio Lopez, A. Soler and Juan J. Villanueva. 2000. Retinal image registration using creases as anatomical landmarks. 15 th International Conference on Pattern Recognition.207–2010.
Abstract: Retinal images are routinely used in ophthalmology to study the optical nerve head and the retina. To assess objectively the evolution of an illness, images taken at different times must be registered. Most methods so far have been designed specifically for a single image modality, like temporal series or stereo pairs of angiographies, fluorescein angiographies or scanning laser ophthalmoscope (SLO) images, which makes them prone to fail when conditions vary. In contrast, the method we propose has shown to be accurate and reliable on all the former modalities. It has been adapted from the 3D registration of CT and MR image to 2D. Relevant features (also known as landmarks) are extracted by means of a robust creaseness operator, and resulting images are iteratively transformed until a maximum in their correlation is achieved. Our method has succeeded in more than 100 pairs tried so far, in all cases including also the scaling as a parameter to be optimized
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Chris Bahnsen, David Vazquez, Antonio Lopez and Thomas B. Moeslund. 2019. Learning to Remove Rain in Traffic Surveillance by Using Synthetic Data. 14th International Conference on Computer Vision Theory and Applications.123–130.
Abstract: Rainfall is a problem in automated traffic surveillance. Rain streaks occlude the road users and degrade the overall visibility which in turn decrease object detection performance. One way of alleviating this is by artificially removing the rain from the images. This requires knowledge of corresponding rainy and rain-free images. Such images are often produced by overlaying synthetic rain on top of rain-free images. However, this method fails to incorporate the fact that rain fall in the entire three-dimensional volume of the scene. To overcome this, we introduce training data from the SYNTHIA virtual world that models rain streaks in the entirety of a scene. We train a conditional Generative Adversarial Network for rain removal and apply it on traffic surveillance images from SYNTHIA and the AAU RainSnow datasets. To measure the applicability of the rain-removed images in a traffic surveillance context, we run the YOLOv2 object detection algorithm on the original and rain-removed frames. The results on SYNTHIA show an 8% increase in detection accuracy compared to the original rain image. Interestingly, we find that high PSNR or SSIM scores do not imply good object detection performance.
Keywords: Rain Removal; Traffic Surveillance; Image Denoising
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Enric Marti, Debora Gil and Carme Julia. 2005. A PBL experience in the teaching of Computer Graphics. EUROGRAPHICS Proceedings.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.
Keywords: 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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Enric Marti, Carme Julia and Debora Gil. 2007. A PBL Experience in the Teaching of Computer Graphics. XVII Congreso Español de Informàtica Gráfica.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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Aura Hernandez-Sabate, Lluis Albarracin, Daniel Calvo and Nuria Gorgorio. 2016. EyeMath: Identifying Mathematics Problem Solving Processes in a RTS Video Game. 5th International Conference Games and Learning Alliance.50–59. (LNCS.)
Abstract: Photorealistic virtual environments are crucial for developing and testing automated driving systems in a safe way during trials. As commercially available simulators are expensive and bulky, this paper presents a low-cost, extendable, and easy-to-use (LEE) virtual environment with the aim to highlight its utility for level 3 driving automation. In particular, an experiment is performed using the presented simulator to explore the influence of different variables regarding control transfer of the car after the system was driving autonomously in a highway scenario. The results show that the speed of the car at the time when the system needs to transfer the control to the human driver is critical.
Keywords: Simulation environment; Automated Driving; Driver-Vehicle interaction
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Saad Minhas and 6 others. 2016. LEE: A photorealistic Virtual Environment for Assessing Driver-Vehicle Interactions in Self-Driving Mode. 14th European Conference on Computer Vision Workshops.894–900. (LNCS.)
Abstract: Photorealistic virtual environments are crucial for developing and testing automated driving systems in a safe way during trials. As commercially available simulators are expensive and bulky, this paper presents a low-cost, extendable, and easy-to-use (LEE) virtual environment with the aim to highlight its utility for level 3 driving automation. In particular, an experiment is performed using the presented simulator to explore the influence of different variables regarding control transfer of the car after the system was driving autonomously in a highway scenario. The results show that the speed of the car at the time when the system needs to transfer the control to the human driver is critical.
Keywords: Simulation environment; Automated Driving; Driver-Vehicle interaction
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Javier Marin, David Vazquez, Antonio Lopez, Jaume Amores and Bastian Leibe. 2013. Random Forests of Local Experts for Pedestrian Detection. 15th IEEE International Conference on Computer Vision. IEEE, 2592–2599.
Abstract: Pedestrian detection is one of the most challenging tasks in computer vision, and has received a lot of attention in the last years. Recently, some authors have shown the advantages of using combinations of part/patch-based detectors in order to cope with the large variability of poses and the existence of partial occlusions. In this paper, we propose a pedestrian detection method that efficiently combines multiple local experts by means of a Random Forest ensemble. The proposed method works with rich block-based representations such as HOG and LBP, in such a way that the same features are reused by the multiple local experts, so that no extra computational cost is needed with respect to a holistic method. Furthermore, we demonstrate how to integrate the proposed approach with a cascaded architecture in order to achieve not only high accuracy but also an acceptable efficiency. In particular, the resulting detector operates at five frames per second using a laptop machine. We tested the proposed method with well-known challenging datasets such as Caltech, ETH, Daimler, and INRIA. The method proposed in this work consistently ranks among the top performers in all the datasets, being either the best method or having a small difference with the best one.
Keywords: ADAS; Random Forest; Pedestrian Detection
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David Geronimo, Antonio Lopez and Angel Sappa. 2007. Computer Vision Approaches for Pedestrian Detection: Visible Spectrum Survey. In J. Marti et al., ed. 3rd Iberian Conference on Pattern Recognition and Image Analysis, LNCS 4477.547–554.
Abstract: Pedestrian detection from images of the visible spectrum is a high relevant area of research given its potential impact in the design of pedestrian protection systems. There are many proposals in the literature but they lack a comparative viewpoint. According to this, in this paper we first propose a common framework where we fit the different approaches, and second we use this framework to provide a comparative point of view of the details of such different approaches, pointing out also the main challenges to be solved in the future. In summary, we expect
this survey to be useful for both novel and experienced researchers in the field. In the first case, as a clarifying snapshot of the state of the art; in the second, as a way to unveil trends and to take conclusions from the comparative study.
Keywords: Pedestrian detection
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Victor Campmany, Sergio Silva, Juan Carlos Moure, Toni Espinosa, David Vazquez and Antonio Lopez. 2016. GPU-based pedestrian detection for autonomous driving. GPU Technology Conference.
Abstract: Pedestrian detection for autonomous driving is one of the hardest tasks within computer vision, and involves huge computational costs. Obtaining acceptable real-time performance, measured in frames per second (fps), for the most advanced algorithms is nowadays a hard challenge. Taking the work in [1] as our baseline, we propose a CUDA implementation of a pedestrian detection system that includes LBP and HOG as feature descriptors and SVM and Random forest as classifiers. We introduce significant algorithmic adjustments and optimizations to adapt the problem to the NVIDIA GPU architecture. The aim is to deploy a real-time system providing reliable results.
Keywords: Pedestrian Detection; GPU
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