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Outline Of Object Recognition
Object recognition – technology in the field of computer vision for finding and identifying objects in an image or video sequence. Humans recognize a multitude of objects in images with little effort, despite the fact that the image of the objects may vary somewhat in different view points, in many different sizes and scales or even when they are translated or rotated. Objects can even be recognized when they are partially obstructed from view. This task is still a challenge for computer vision systems. Many approaches to the task have been implemented over multiple decades. Approaches based on CAD-like object models * Edge detection * Primal sketch * Marr, Mohan and Nevatia * Lowe * Olivier Faugeras Recognition by parts * Generalized cylinders ( Thomas Binford) * Geons (Irving Biederman) * Dickinson, Forsyth and Ponce Appearance-based methods * Use example images (called templates or exemplars) of the objects to perform recognition * Objects look different ...
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Backprojection
Rear projection (background projection, process photography, etc.) is one of many in-camera effects cinematic techniques in film production for combining foreground performances with pre-filmed backgrounds. It was widely used for many years in driving scenes, or to show other forms of "distant" background motion. Technique Actors stand in front of a screen while a projector positioned behind the screen casts a reversed image of the background. This requires a large space, as the projector needs to be placed some distance from the back of the screen. Frequently the background image may initially appear faint and washed out compared to the foreground. The image that is projected can be still or moving, but is always called the ''plate.'' One might hear the command "Roll plate" to instruct stage crew to begin projecting. These so-called ''process shots'' were widely used to film actors as if they were inside a moving vehicle, who in reality are in a vehicle mock-up on a sound s ...
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Deep Learning
Deep learning is a subset of machine learning that focuses on utilizing multilayered neural networks to perform tasks such as classification, regression, and representation learning. The field takes inspiration from biological neuroscience and is centered around stacking artificial neurons into layers and "training" them to process data. The adjective "deep" refers to the use of multiple layers (ranging from three to several hundred or thousands) in the network. Methods used can be either supervised, semi-supervised or unsupervised. Some common deep learning network architectures include fully connected networks, deep belief networks, recurrent neural networks, convolutional neural networks, generative adversarial networks, transformers, and neural radiance fields. These architectures have been applied to fields including computer vision, speech recognition, natural language processing, machine translation, bioinformatics, drug design, medical image analysis, c ...
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Artificial Neural Networks
In machine learning, a neural network (also artificial neural network or neural net, abbreviated ANN or NN) is a computational model inspired by the structure and functions of biological neural networks. A neural network consists of connected units or nodes called '' artificial neurons'', which loosely model the neurons in the brain. Artificial neuron models that mimic biological neurons more closely have also been recently investigated and shown to significantly improve performance. These are connected by ''edges'', which model the synapses in the brain. Each artificial neuron receives signals from connected neurons, then processes them and sends a signal to other connected neurons. The "signal" is a real number, and the output of each neuron is computed by some non-linear function of the sum of its inputs, called the '' activation function''. The strength of the signal at each connection is determined by a ''weight'', which adjusts during the learning process. Typically, neur ...
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Biologically Inspired
Bioinspiration refers to the human development of novel materials, devices, structures, and behaviors inspired by solutions found in biological organisms, where they have evolved and been refined over millions of years. The goal is to improve modeling and simulation of the biological system to attain a better understanding of nature's critical structural features, such as a wing, for use in future bioinspired designs. Bioinspiration differs from biomimicry in that the latter aims to precisely replicate the designs of biological materials. Bioinspired research is a return to the classical origins of science: it is a field based on observing the remarkable functions that characterize living organisms and trying to abstract and imitate those functions. History Ideas in science and technology often arise from studying nature. In the 16th and 17th century, G. Galilei, J. Kepler and I. Newton studied the motion of the sun and the planets and developed the first empirical equation to ...
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3D Reconstruction
In computer vision and computer graphics, 3D reconstruction is the process of capturing the shape and appearance of real objects. This process can be accomplished either by active or passive methods. If the model is allowed to change its shape in time, this is referred to as non-rigid or spatio-temporal reconstruction. Motivation and applications The research of 3D reconstruction has always been a difficult goal. By Using 3D reconstruction one can determine any object's 3D profile, as well as knowing the 3D coordinate of any point on the profile. The 3D reconstruction of objects is a generally scientific problem and core technology of a wide variety of fields, such as Computer Aided Geometric Design ( CAGD), computer graphics, computer animation, computer vision, medical imaging, computational science, virtual reality, digital media, etc. For instance, the lesion information of the patients can be presented in 3D on the computer, which offers a new and accurate approach in diagn ...
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3D Object Recognition
{{FeatureDetectionCompVisNavbox In computer vision, 3D object recognition involves recognizing and determining 3D information, such as the pose, volume, or shape, of user-chosen 3D objects in a photograph or range scan. Typically, an example of the object to be recognized is presented to a vision system in a controlled environment, and then for an arbitrary input such as a video stream, the system locates the previously presented object. This can be done either off-line, or in real-time. The algorithms for solving this problem are specialized for locating a single pre-identified object, and can be contrasted with algorithms which operate on general classes of objects, such as face recognition systems or 3D generic object recognition. Due to the low cost and ease of acquiring photographs, a significant amount of research has been devoted to 3D object recognition in photographs. 3D single-object recognition in photographs The method of recognizing a 3D object depends on t ...
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Genetic Algorithm
In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to generate high-quality solutions to optimization and search problems via biologically inspired operators such as selection, crossover, and mutation. Some examples of GA applications include optimizing decision trees for better performance, solving sudoku puzzles, hyperparameter optimization, and causal inference. Methodology Optimization problems In a genetic algorithm, a population of candidate solutions (called individuals, creatures, organisms, or phenotypes) to an optimization problem is evolved toward better solutions. Each candidate solution has a set of properties (its chromosomes or genotype) which can be mutated and altered; traditionally, solutions are represented in binary as strings of 0s and 1s, but other encod ...
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Haar-like Feature
Haar-like features are digital image features used in object recognition. They owe their name to their intuitive similarity with Haar wavelets and were used in the first real-time face detector.Viola and Jones,Rapid object detection using a boosted cascade of simple features, Computer Vision and Pattern Recognition, 2001 Working with only image intensities (i.e., the RGB pixel values at each and every pixel of image) made the task of feature calculation computationally expensive. A publication by Papageorgiou et al. discussed working with an alternate feature set based on Haar wavelets instead of the usual image intensities. Paul Viola and Michael Jones adapted the idea of using Haar wavelets and developed the so-called Haar-like features. A Haar-like feature considers adjacent rectangular regions at a specific location in a detection window, sums up the pixel intensities in each region and calculates the difference between these sums. This difference is then used to categorize s ...
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Speeded Up Robust Features
In computer vision, speeded up robust features (SURF) is a local feature detector and descriptor, with patented applications. It can be used for tasks such as object recognition, image registration, classification, or 3D reconstruction. It is partly inspired by the scale-invariant feature transform (SIFT) descriptor. The standard version of SURF is several times faster than SIFT and claimed by its authors to be more robust against different image transformations than SIFT. To detect interest points, SURF uses an integer approximation of the determinant of Hessian blob detector, which can be computed with 3 integer operations using a precomputed integral image. Its feature descriptor is based on the sum of the Haar wavelet response around the point of interest. These can also be computed with the aid of the integral image. SURF descriptors have been used to locate and recognize objects, people or faces, to reconstruct 3D scenes, to track objects and to extract points of int ...
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Scale-invariant Feature Transform
The scale-invariant feature transform (SIFT) is a computer vision algorithm to detect, describe, and match local '' features'' in images, invented by David Lowe in 1999. Applications include object recognition, robotic mapping and navigation, image stitching, 3D modeling, gesture recognition, video tracking, individual identification of wildlife and match moving. SIFT keypoints of objects are first extracted from a set of reference images and stored in a database. An object is recognized in a new image by individually comparing each feature from the new image to this database and finding candidate matching features based on Euclidean distance of their feature vectors. From the full set of matches, subsets of keypoints that agree on the object and its location, scale, and orientation in the new image are identified to filter out good matches. The determination of consistent clusters is performed rapidly by using an efficient hash table implementation of the generalised Hough t ...
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Geometric Hashing
Geometry (; ) is a branch of mathematics concerned with properties of space such as the distance, shape, size, and relative position of figures. Geometry is, along with arithmetic, one of the oldest branches of mathematics. A mathematician who works in the field of geometry is called a '' geometer''. Until the 19th century, geometry was almost exclusively devoted to Euclidean geometry, which includes the notions of point, line, plane, distance, angle, surface, and curve, as fundamental concepts. Originally developed to model the physical world, geometry has applications in almost all sciences, and also in art, architecture, and other activities that are related to graphics. Geometry also has applications in areas of mathematics that are apparently unrelated. For example, methods of algebraic geometry are fundamental in Wiles's proof of Fermat's Last Theorem, a problem that was stated in terms of elementary arithmetic, and remained unsolved for several centuries. During t ...
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