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Author |
Fadi Dornaika; Angel Sappa |
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Title |
Improving Appearance-Based 3D Face Tracking Using Sparse Stereo Data |
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Conference Article |
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2007 |
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Advances in Computer Graphics and Computer Vision, |
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354–366 |
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Springer Verlag |
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J. Braz, A. Ranchordas, H. Araujo and J. Jorge, |
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VISAPP |
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ADAS |
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no |
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ADAS @ adas @ DoS2007d |
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1046 |
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Author |
Eugenio Alcala; Laura Sellart; Vicenc Puig; Joseba Quevedo; Jordi Saludes; David Vazquez; Antonio Lopez |
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Title |
Comparison of two non-linear model-based control strategies for autonomous vehicles |
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Conference Article |
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2016 |
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24th Mediterranean Conference on Control and Automation |
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846-851 |
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Autonomous Driving; Control |
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This paper presents the comparison of two nonlinear model-based control strategies for autonomous cars. A control oriented model of vehicle based on a bicycle model is used. The two control strategies use a model reference approach. Using this approach, the error dynamics model is developed. Both controllers receive as input the longitudinal, lateral and orientation errors generating as control outputs the steering angle and the velocity of the vehicle. The first control approach is based on a non-linear control law that is designed by means of the Lyapunov direct approach. The second approach is based on a sliding mode-control that defines a set of sliding surfaces over which the error trajectories will converge. The main advantage of the sliding-control technique is the robustness against non-linearities and parametric uncertainties in the model. However, the main drawback of first order sliding mode is the chattering, so it has been implemented a high order sliding mode control. To test and compare the proposed control strategies, different path following scenarios are used in simulation. |
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Athens; Greece; June 2016 |
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MED |
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ADAS; 600.085; 600.082; 600.076 |
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ADAS @ adas @ ASP2016 |
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2750 |
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Author |
Ernest Valveny; Ricardo Toledo; Ramon Baldrich; Enric Marti |
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Combining recognition-based in segmentation-based approaches for graphic symol recognition using deformable template matching |
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Conference Article |
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2002 |
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Proceeding of the Second IASTED International Conference Visualization, Imaging and Image Proceesing VIIP 2002 |
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502–507 |
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DAG;RV;CAT;IAM;CIC;ADAS |
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IAM @ iam @ VTB2002 |
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1660 |
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Enric Marti; Debora Gil; Carme Julia |
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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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1 |
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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;ADAS; |
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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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1 |
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95-103 |
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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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Zaragoza; September 2007 |
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CEDI |
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IAM;ADAS; |
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IAM @ iam @ MJG2007a |
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1603 |
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Author |
Diego Porres |
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Title |
Discriminator Synthesis: On reusing the other half of Generative Adversarial Networks |
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Conference Article |
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Year |
2021 |
Publication |
Machine Learning for Creativity and Design, Neurips Workshop |
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Generative Adversarial Networks have long since revolutionized the world of computer vision and, tied to it, the world of art. Arduous efforts have gone into fully utilizing and stabilizing training so that outputs of the Generator network have the highest possible fidelity, but little has gone into using the Discriminator after training is complete. In this work, we propose to use the latter and show a way to use the features it has learned from the training dataset to both alter an image and generate one from scratch. We name this method Discriminator Dreaming, and the full code can be found at this https URL. |
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Virtual; December 2021 |
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NEURIPSW |
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ADAS; 601.365 |
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Admin @ si @ Por2021 |
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3597 |
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Author |
Diego Cheda; Daniel Ponsa; Antonio Lopez |
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Title |
Monocular Egomotion Estimation based on Image Matching |
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Conference Article |
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2012 |
Publication |
1st International Conference on Pattern Recognition Applications and Methods |
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425-430 |
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SLAM |
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Portugal |
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ICPRAM |
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ADAS |
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Admin @ si @ CPL2012a;; ADAS @ adas @ |
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2011 |
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Author |
Diego Cheda; Daniel Ponsa; Antonio Lopez |
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Monocular Depth-based Background Estimation |
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Conference Article |
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2012 |
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7th International Conference on Computer Vision Theory and Applications |
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323-328 |
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In this paper, we address the problem of reconstructing the background of a scene from a video sequence with occluding objects. The images are taken by hand-held cameras. Our method composes the background by selecting the appropriate pixels from previously aligned input images. To do that, we minimize a cost function that penalizes the deviations from the following assumptions: background represents objects whose distance to the camera is maximal, and background objects are stationary. Distance information is roughly obtained by a supervised learning approach that allows us to distinguish between close and distant image regions. Moving foreground objects are filtered out by using stationariness and motion boundary constancy measurements. The cost function is minimized by a graph cuts method. We demonstrate the applicability of our approach to recover an occlusion-free background in a set of sequences. |
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Roma |
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ADAS |
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Admin @ si @ CPL2012b; ADAS @ adas @ cpl2012e |
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2012 |
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Author |
Diego Cheda; Daniel Ponsa; Antonio Lopez |
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Title |
Pedestrian Candidates Generation using Monocular Cues |
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Conference Article |
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2012 |
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IEEE Intelligent Vehicles Symposium |
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7-12 |
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pedestrian detection |
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Common techniques for pedestrian candidates generation (e.g., sliding window approaches) are based on an exhaustive search over the image. This implies that the number of windows produced is huge, which translates into a significant time consumption in the classification stage. In this paper, we propose a method that significantly reduces the number of windows to be considered by a classifier. Our method is a monocular one that exploits geometric and depth information available on single images. Both representations of the world are fused together to generate pedestrian candidates based on an underlying model which is focused only on objects standing vertically on the ground plane and having certain height, according with their depths on the scene. We evaluate our algorithm on a challenging dataset and demonstrate its application for pedestrian detection, where a considerable reduction in the number of candidate windows is reached. |
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IEEE Xplore |
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1931-0587 |
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978-1-4673-2119-8 |
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IV |
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ADAS |
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Admin @ si @ CPL2012c; ADAS @ adas @ cpl2012d |
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2013 |
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Author |
Diego Alejandro Cheda; Daniel Ponsa; Antonio Lopez |
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Title |
Camera Egomotion Estimation in the ADAS Context |
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Conference Article |
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Year |
2010 |
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13th International IEEE Annual Conference on Intelligent Transportation Systems |
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1415–1420 |
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Camera-based Advanced Driver Assistance Systems (ADAS) have concentrated many research efforts in the last decades. Proposals based on monocular cameras require the knowledge of the camera pose with respect to the environment, in order to reach an efficient and robust performance. A common assumption in such systems is considering the road as planar, and the camera pose with respect to it as approximately known. However, in real situations, the camera pose varies along time due to the vehicle movement, the road slope, and irregularities on the road surface. Thus, the changes in the camera position and orientation (i.e., the egomotion) are critical information that must be estimated at every frame to avoid poor performances. This work focuses on egomotion estimation from a monocular camera under the ADAS context. We review and compare egomotion methods with simulated and real ADAS-like sequences. Basing on the results of our experiments, we show which of the considered nonlinear and linear algorithms have the best performance in this domain. |
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Madeira Island (Portugal) |
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2153-0009 |
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978-1-4244-7657-2 |
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ITSC |
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ADAS |
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ADAS @ adas @ CPL2010 |
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1425 |
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