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Victor Campmany, Sergio Silva, Antonio Espinosa, Juan Carlos Moure, David Vazquez and Antonio Lopez. 2016. GPU-based pedestrian detection for autonomous driving. 16th International Conference on Computational Science.2377–2381.
Abstract: We propose a real-time pedestrian detection system for the embedded Nvidia Tegra X1 GPU-CPU hybrid platform. The pipeline is composed by the following state-of-the-art algorithms: Histogram of Local Binary Patterns (LBP) and Histograms of Oriented Gradients (HOG) features extracted from the input image; Pyramidal Sliding Window technique for foreground segmentation; and Support Vector Machine (SVM) for classification. Results show a 8x speedup in the target Tegra X1 platform and a better performance/watt ratio than desktop CUDA platforms in study.
Keywords: Pedestrian detection; Autonomous Driving; CUDA
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Alexey Dosovitskiy, German Ros, Felipe Codevilla, Antonio Lopez and Vladlen Koltun. 2017. CARLA: An Open Urban Driving Simulator. 1st Annual Conference on Robot Learning. Proceedings of Machine Learning.1–16.
Abstract: We introduce CARLA, an open-source simulator for autonomous driving research. CARLA has been developed from the ground up to support development, training, and validation of autonomous urban driving systems. In addition to open-source code and protocols, CARLA provides open digital assets (urban layouts, buildings, vehicles) that were created for this purpose and can be used freely. The simulation platform supports flexible specification of sensor suites and environmental conditions. We use CARLA to study the performance of three approaches to autonomous driving: a classic modular pipeline, an endto-end
model trained via imitation learning, and an end-to-end model trained via
reinforcement learning. The approaches are evaluated in controlled scenarios of
increasing difficulty, and their performance is examined via metrics provided by CARLA, illustrating the platform’s utility for autonomous driving research.
Keywords: Autonomous driving; sensorimotor control; simulation
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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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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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Patricia Marquez, Debora Gil, R.Mester and Aura Hernandez-Sabate. 2014. Local Analysis of Confidence Measures for Optical Flow Quality Evaluation. 9th International Conference on Computer Vision Theory and Applications.450–457.
Abstract: Optical Flow (OF) techniques facing the complexity of real sequences have been developed in the last years. Even using the most appropriate technique for our specific problem, at some points the output flow might fail to achieve the minimum error required for the system. Confidence measures computed from either input data or OF output should discard those points where OF is not accurate enough for its further use. It follows that evaluating the capabilities of a confidence measure for bounding OF error is as important as the definition
itself. In this paper we analyze different confidence measures and point out their advantages and limitations for their use in real world settings. We also explore the agreement with current tools for their evaluation of confidence measures performance.
Keywords: Optical Flow; Confidence Measure; Performance Evaluation.
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Naveen Onkarappa, Cristhian A. Aguilera-Carrasco, Boris X. Vintimilla and Angel Sappa. 2014. Cross-spectral Stereo Correspondence using Dense Flow Fields. 9th International Conference on Computer Vision Theory and Applications.613–617.
Abstract: This manuscript addresses the cross-spectral stereo correspondence problem. It proposes the usage of a dense flow field based representation instead of the original cross-spectral images, which have a low correlation. In this way, working in the flow field space, classical cost functions can be used as similarity measures. Preliminary experimental results on urban environments have been obtained showing the validity of the proposed approach.
Keywords: Cross-spectral Stereo Correspondence; Dense Optical Flow; Infrared and Visible Spectrum
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Ariel Amato, Felipe Lumbreras and Angel Sappa. 2014. A General-purpose Crowdsourcing Platform for Mobile Devices. 9th International Conference on Computer Vision Theory and Applications.211–215.
Abstract: This paper presents details of a general purpose micro-task on-demand platform based on the crowdsourcing philosophy. This platform was specifically developed for mobile devices in order to exploit the strengths of such devices; namely: i) massivity, ii) ubiquity and iii) embedded sensors. The combined use of mobile platforms and the crowdsourcing model allows to tackle from the simplest to the most complex tasks. Users experience is the highlighted feature of this platform (this fact is extended to both task-proposer and tasksolver). Proper tools according with a specific task are provided to a task-solver in order to perform his/her job in a simpler, faster and appealing way. Moreover, a task can be easily submitted by just selecting predefined templates, which cover a wide range of possible applications. Examples of its usage in computer vision and computer games are provided illustrating the potentiality of the platform.
Keywords: Crowdsourcing Platform; Mobile Crowdsourcing
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Felipe Lumbreras and 7 others. 2001. Visual Inspection of Safety Belts. International Conference on Quality Control by Artificial Vision.526–531.
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Ferran Diego, G.D. Evangelidis and Joan Serrat. 2012. Night-time outdoor surveillance by mobile cameras. 1st International Conference on Pattern Recognition Applications and Methods.365–371.
Abstract: This paper addresses the problem of video surveillance by mobile cameras. We present a method that allows online change detection in night-time outdoor surveillance. Because of the camera movement, background frames are not available and must be “localized” in former sequences and registered with the current frames. To this end, we propose a Frame Localization And Registration (FLAR) approach that solves the problem efficiently. Frames of former sequences define a database which is queried by current frames in turn. To quickly retrieve nearest neighbors, database is indexed through a visual dictionary method based on the SURF descriptor. Furthermore, the frame localization is benefited by a temporal filter that exploits the temporal coherence of videos. Next, the recently proposed ECC alignment scheme is used to spatially register the synchronized frames. Finally, change detection methods apply to aligned frames in order to mark suspicious areas. Experiments with real night sequences recorded by in-vehicle cameras demonstrate the performance of the proposed method and verify its efficiency and effectiveness against other methods.
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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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