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Author (up) Cesar de Souza; Adrien Gaidon; Yohann Cabon; Naila Murray; Antonio Lopez edit   pdf
doi  openurl
  Title Generating Human Action Videos by Coupling 3D Game Engines and Probabilistic Graphical Models Type Journal Article
  Year 2020 Publication International Journal of Computer Vision Abbreviated Journal IJCV  
  Volume 128 Issue Pages 1505–1536  
  Keywords Procedural generation; Human action recognition; Synthetic data; Physics  
  Abstract Deep video action recognition models have been highly successful in recent years but require large quantities of manually-annotated data, which are expensive and laborious to obtain. In this work, we investigate the generation of synthetic training data for video action recognition, as synthetic data have been successfully used to supervise models for a variety of other computer vision tasks. We propose an interpretable parametric generative model of human action videos that relies on procedural generation, physics models and other components of modern game engines. With this model we generate a diverse, realistic, and physically plausible dataset of human action videos, called PHAV for “Procedural Human Action Videos”. PHAV contains a total of 39,982 videos, with more than 1000 examples for each of 35 action categories. Our video generation approach is not limited to existing motion capture sequences: 14 of these 35 categories are procedurally-defined synthetic actions. In addition, each video is represented with 6 different data modalities, including RGB, optical flow and pixel-level semantic labels. These modalities are generated almost simultaneously using the Multiple Render Targets feature of modern GPUs. In order to leverage PHAV, we introduce a deep multi-task (i.e. that considers action classes from multiple datasets) representation learning architecture that is able to simultaneously learn from synthetic and real video datasets, even when their action categories differ. Our experiments on the UCF-101 and HMDB-51 benchmarks suggest that combining our large set of synthetic videos with small real-world datasets can boost recognition performance. Our approach also significantly outperforms video representations produced by fine-tuning state-of-the-art unsupervised generative models of videos.  
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  Notes ADAS; 600.124; 600.118 Approved no  
  Call Number Admin @ si @ SGC2019 Serial 3303  
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Author (up) Cristhian A. Aguilera-Carrasco; Angel Sappa; Cristhian Aguilera; Ricardo Toledo edit   pdf
doi  openurl
  Title Cross-Spectral Local Descriptors via Quadruplet Network Type Journal Article
  Year 2017 Publication Sensors Abbreviated Journal SENS  
  Volume 17 Issue 4 Pages 873  
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  Abstract This paper presents a novel CNN-based architecture, referred to as Q-Net, to learn local feature descriptors that are useful for matching image patches from two different spectral bands. Given correctly matched and non-matching cross-spectral image pairs, a quadruplet network is trained to map input image patches to a common Euclidean space, regardless of the input spectral band. Our approach is inspired by the recent success of triplet networks in the visible spectrum, but adapted for cross-spectral scenarios, where, for each matching pair, there are always two possible non-matching patches: one for each spectrum. Experimental evaluations on a public cross-spectral VIS-NIR dataset shows that the proposed approach improves the state-of-the-art. Moreover, the proposed technique can also be used in mono-spectral settings, obtaining a similar performance to triplet network descriptors, but requiring less training data.  
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  Notes ADAS; 600.086; 600.118 Approved no  
  Call Number Admin @ si @ ASA2017 Serial 2914  
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Author (up) Cristhian Aguilera; Fernando Barrera; Felipe Lumbreras; Angel Sappa; Ricardo Toledo edit   pdf
doi  openurl
  Title Multispectral Image Feature Points Type Journal Article
  Year 2012 Publication Sensors Abbreviated Journal SENS  
  Volume 12 Issue 9 Pages 12661-12672  
  Keywords multispectral image descriptor; color and infrared images; feature point descriptor  
  Abstract Far-Infrared and Visible Spectrum images. It allows matching interest points on images of the same scene but acquired in different spectral bands. Initially, points of interest are detected on both images through a SIFT-like based scale space representation. Then, these points are characterized using an Edge Oriented Histogram (EOH) descriptor. Finally, points of interest from multispectral images are matched by finding nearest couples using the information from the descriptor. The provided experimental results and comparisons with similar methods show both the validity of the proposed approach as well as the improvements it offers with respect to the current state-of-the-art.  
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  Notes ADAS Approved no  
  Call Number Admin @ si @ ABL2012 Serial 2154  
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Author (up) Daniel Hernandez; Antonio Espinosa; David Vazquez; Antonio Lopez; Juan C. Moure edit   pdf
url  doi
openurl 
  Title 3D Perception With Slanted Stixels on GPU Type Journal Article
  Year 2021 Publication IEEE Transactions on Parallel and Distributed Systems Abbreviated Journal TPDS  
  Volume 32 Issue 10 Pages 2434-2447  
  Keywords Daniel Hernandez-Juarez; Antonio Espinosa; David Vazquez; Antonio M. Lopez; Juan C. Moure  
  Abstract This article presents a GPU-accelerated software design of the recently proposed model of Slanted Stixels, which represents the geometric and semantic information of a scene in a compact and accurate way. We reformulate the measurement depth model to reduce the computational complexity of the algorithm, relying on the confidence of the depth estimation and the identification of invalid values to handle outliers. The proposed massively parallel scheme and data layout for the irregular computation pattern that corresponds to a Dynamic Programming paradigm is described and carefully analyzed in performance terms. Performance is shown to scale gracefully on current generation embedded GPUs. We assess the proposed methods in terms of semantic and geometric accuracy as well as run-time performance on three publicly available benchmark datasets. Our approach achieves real-time performance with high accuracy for 2048 × 1024 image sizes and 4 × 4 Stixel resolution on the low-power embedded GPU of an NVIDIA Tegra Xavier.  
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  Notes ADAS; 600.124; 600.118 Approved no  
  Call Number Admin @ si @ HEV2021 Serial 3561  
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Author (up) Daniel Hernandez; Lukas Schneider; P. Cebrian; A. Espinosa; David Vazquez; Antonio Lopez; Uwe Franke; Marc Pollefeys; Juan Carlos Moure edit   pdf
url  openurl
  Title Slanted Stixels: A way to represent steep streets Type Journal Article
  Year 2019 Publication International Journal of Computer Vision Abbreviated Journal IJCV  
  Volume 127 Issue Pages 1643–1658  
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  Abstract This work presents and evaluates a novel compact scene representation based on Stixels that infers geometric and semantic information. Our approach overcomes the previous rather restrictive geometric assumptions for Stixels by introducing a novel depth model to account for non-flat roads and slanted objects. Both semantic and depth cues are used jointly to infer the scene representation in a sound global energy minimization formulation. Furthermore, a novel approximation scheme is introduced in order to significantly reduce the computational complexity of the Stixel algorithm, and then achieve real-time computation capabilities. The idea is to first perform an over-segmentation of the image, discarding the unlikely Stixel cuts, and apply the algorithm only on the remaining Stixel cuts. This work presents a novel over-segmentation strategy based on a fully convolutional network, which outperforms an approach based on using local extrema of the disparity map. We evaluate the proposed methods in terms of semantic and geometric accuracy as well as run-time on four publicly available benchmark datasets. Our approach maintains accuracy on flat road scene datasets while improving substantially on a novel non-flat road dataset.  
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  Notes ADAS; 600.118; 600.124 Approved no  
  Call Number Admin @ si @ HSC2019 Serial 3304  
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