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Pose (computer Vision)
In the fields of computing and computer vision, pose (or spatial pose) represents the position and the orientation of an object, each usually in three dimensions. Poses are often stored internally as transformation matrices. The term “pose” is largely synonymous with the term “transform”, but a transform may often include scale, whereas pose does not. In computer vision, the pose of an object is often estimated from camera input by the process of '' pose estimation''. This information can then be used, for example, to allow a robot to manipulate an object or to avoid moving into the object based on its perceived position and orientation in the environment. Other applications include skeletal action recognition. Pose estimation The specific task of determining the pose of an object in an image (or stereo images, image sequence) is referred to as ''pose estimation''. Pose estimation problems can be solved in different ways depending on the image sensor configuration, an ...
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Computing
Computing is any goal-oriented activity requiring, benefiting from, or creating computer, computing machinery. It includes the study and experimentation of algorithmic processes, and the development of both computer hardware, hardware and software. Computing has scientific, engineering, mathematical, technological, and social aspects. Major computing disciplines include computer engineering, computer science, cybersecurity, data science, information systems, information technology, and software engineering. The term ''computing'' is also synonymous with counting and calculation, calculating. In earlier times, it was used in reference to the action performed by Mechanical computer, mechanical computing machines, and before that, to Computer (occupation), human computers. History The history of computing is longer than the history of computing hardware and includes the history of methods intended for pen and paper (or for chalk and slate) with or without the aid of tables. ...
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Genetic Representation
In computer programming, genetic representation is a way of presenting solutions/individuals in evolutionary computation methods. The term encompasses both the concrete data structures and data types used to realize the genetic material of the candidate solutions in the form of a genome, and the relationships between search space and problem space. In the simplest case, the search space corresponds to the problem space (direct representation). The choice of problem representation is tied to the choice of genetic operators, both of which have a decisive effect on the efficiency of the optimization. Genetic representation can encode appearance, behavior, physical qualities of individuals. Difference in genetic representations is one of the major criteria drawing a line between known classes of evolutionary computation. Terminology is often analogous with natural genetics. The block of computer memory that represents one candidate solution is called an individual. The data in that blo ...
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Computer Vision
Computer vision tasks include methods for image sensor, acquiring, Image processing, processing, Image analysis, analyzing, and understanding digital images, and extraction of high-dimensional data from the real world in order to produce numerical or symbolic information, e.g. in the form of decisions. "Understanding" in this context signifies the transformation of visual images (the input to the retina) into descriptions of the world that make sense to thought processes and can elicit appropriate action. This image understanding can be seen as the disentangling of symbolic information from image data using models constructed with the aid of geometry, physics, statistics, and learning theory. The scientific discipline of computer vision is concerned with the theory behind artificial systems that extract information from images. Image data can take many forms, such as video sequences, views from multiple cameras, multi-dimensional data from a 3D scanning, 3D scanner, 3D point clouds ...
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Trifocal Tensor
In computer vision, the trifocal tensor (also tritensor) is a 3×3×3 array of numbers (i.e., a tensor) that incorporates all projective geometric relationships among three views. It relates the coordinates of corresponding points or lines in three views, being independent of the scene structure and depending only on the relative motion (i.e., pose) among the three views and their intrinsic calibration parameters. Hence, the trifocal tensor can be considered as the generalization of the fundamental matrix in three views. It is noted that despite the tensor being made up of 27 elements, only 18 of them are actually independent. There is also a so-called calibrated trifocal tensor, which relates the coordinates of points and lines in three views given their intrinsic parameters and encodes the relative pose of the cameras up to global scale, totalling 11 independent elements or degrees of freedom. The reduced degrees of freedom allow for fewer correspondences to fit the model, at t ...
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Essential Matrix
In computer vision, the essential matrix is a 3 \times 3 matrix, \mathbf that relates corresponding points in stereo images assuming that the cameras satisfy the pinhole camera model. Function More specifically, if \mathbf and \mathbf' are homogeneous ''normalized'' image coordinates in image 1 and 2, respectively, then : (\mathbf')^\top \, \mathbf \, \mathbf = 0 if \mathbf and \mathbf' correspond to the same 3D point in the scene (not an "if and only if" due to the fact that points that lie on the same epipolar line in the first image will get mapped to the same epipolar line in the second image). The above relation which defines the essential matrix was published in 1981 by H. Christopher Longuet-Higgins, introducing the concept to the computer vision community. Richard Hartley and Andrew Zisserman's book reports that an analogous matrix appeared in photogrammetry long before that. Longuet-Higgins' paper includes an algorithm for estimating \mathbf from a se ...
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Structure From Motion
Structure from motion (SfM) is a photogrammetric range imaging technique for estimating three-dimensional structures from two-dimensional image sequences that may be coupled with local motion signals. It is a classic problem studied in the fields of computer vision and visual perception. In computer vision, the problem of SfM is to design an algorithm to perform this task. In visual perception, the problem of SfM is to find an algorithm by which biological creatures perform this task. Principle Humans perceive a great deal of information about the three-dimensional structure in their environment by moving around it. When the observer moves, objects around them move different amounts depending on their distance from the observer. This is known as motion parallax, and this depth information can be used to generate an accurate 3D representation of the world around them. Finding structure from motion presents a similar problem to finding structure from stereo vision. In both ...
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Camera Resectioning
Camera resectioning is the process of estimating the parameters of a pinhole camera model approximating the camera that produced a given photograph or video; it determines which incoming light ray is associated with each pixel on the resulting image. Basically, the process determines the pose of the pinhole camera. Usually, the camera parameters are represented in a 3 × 4 projection matrix called the '' camera matrix''. The extrinsic parameters define the camera '' pose'' (position and orientation) while the intrinsic parameters specify the camera image format (focal length, pixel size, and image origin). This process is often called geometric camera calibration or simply camera calibration, although that term may also refer to photometric camera calibration or be restricted for the estimation of the intrinsic parameters only. Exterior orientation and interior orientation refer to the determination of only the extrinsic and intrinsic parameters, respectively. The ...
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Homography (computer Vision)
In projective geometry, a homography is an isomorphism of projective spaces, induced by an isomorphism of the vector spaces from which the projective spaces derive. It is a bijection that maps lines to lines, and thus a collineation. In general, some collineations are not homographies, but the fundamental theorem of projective geometry asserts that is not so in the case of real projective spaces of dimension at least two. Synonyms include projectivity, projective transformation, and projective collineation. Historically, homographies (and projective spaces) have been introduced to study perspective and projections in Euclidean geometry, and the term ''homography'', which, etymologically, roughly means "similar drawing", dates from this time. At the end of the 19th century, formal definitions of projective spaces were introduced, which extended Euclidean and affine spaces by the addition of new points called points at infinity. The term "projective transformation" originated in ...
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Gesture Recognition
Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures. A subdiscipline of computer vision, it employs mathematical algorithms to interpret gestures. Gesture recognition offers a path for computers to begin to better understand and interpret computer processing of body language, human body language, previously not possible through text user interface, text or unenhanced graphical user interfaces (GUIs). Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. One area of the field is emotion recognition derived from facial expressions and hand gestures. Users can make simple gestures to control or interact with devices without physically touching them. Many approaches have been made using cameras and computer vision algorithms to interpret sign language, however, the identification and recognition of posture, gait, pro ...
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Fitness Function
A fitness function is a particular type of objective or cost function that is used to summarize, as a single figure of merit, how close a given candidate solution is to achieving the set aims. It is an important component of evolutionary algorithms (EA), such as genetic programming, evolution strategies or genetic algorithms. An EA is a metaheuristic that reproduces the basic principles of biological evolution as a computer algorithm in order to solve challenging optimization or planning tasks, at least approximately. For this purpose, many candidate solutions are generated, which are evaluated using a fitness function in order to guide the evolutionary development towards the desired goal. Similar quality functions are also used in other metaheuristics, such as ant colony optimization or particle swarm optimization. In the field of EAs, each candidate solution, also called an ''individual'', is commonly represented as a string of numbers (referred to as a chromosome). A ...
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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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Computer Vision
Computer vision tasks include methods for image sensor, acquiring, Image processing, processing, Image analysis, analyzing, and understanding digital images, and extraction of high-dimensional data from the real world in order to produce numerical or symbolic information, e.g. in the form of decisions. "Understanding" in this context signifies the transformation of visual images (the input to the retina) into descriptions of the world that make sense to thought processes and can elicit appropriate action. This image understanding can be seen as the disentangling of symbolic information from image data using models constructed with the aid of geometry, physics, statistics, and learning theory. The scientific discipline of computer vision is concerned with the theory behind artificial systems that extract information from images. Image data can take many forms, such as video sequences, views from multiple cameras, multi-dimensional data from a 3D scanning, 3D scanner, 3D point clouds ...
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