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Pose (computer Vision)
In the fields of computing and computer vision, pose (or spatial pose) represents the position and orientation of an object, 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. 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''. The pose estimation problem can be solved in different ways depending on the image sensor configuration, and choice of methodology. Three classes of methodologies can b ...
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Computing
Computing is any goal-oriented activity requiring, benefiting from, or creating computing machinery. It includes the study and experimentation of algorithmic processes, and development of both 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 calculating. In earlier times, it was used in reference to the action performed by mechanical computing machines, and before that, to 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. Computing is intimately tied to the representation of numbers, though mathematical ...
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Genetic Representation
In computer programming, genetic representation is a way of presenting solutions/individuals in evolutionary computation methods. Genetic representation can encode appearance, behavior, physical qualities of individuals. Designing a good genetic representation that is expressive and evolvable is a hard problem in evolutionary computation. 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 block is called a chromosome. Each chromosome consists of genes. The possible values of a particular gene are called alleles. A programmer may represent all the individuals of a population using ''binary encoding'', ''permutational encoding'', ''encoding by tree'', or any one of several other representations. Genetic algorithms (GAs) typically linear repre ...
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Computer Vision
Computer vision is an interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate tasks that the human visual system can do. Computer vision tasks include methods for acquiring, processing, 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 forms of decisions. Understanding in this context means the transformation of visual images (the input of 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 ...
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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 ...
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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. 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 set of corresponding normalized image coordinates as well as an algorithm for determining the relative position and orientation of the two cameras given that \mathbf is ...
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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 studied in the fields of computer vision and visual perception. In biological vision, SfM refers to the phenomenon by which humans (and other living creatures) can recover 3D structure from the projected 2D (retinal) motion field of a moving object or scene. 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 from 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 instances, the corres ...
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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 the field of computer vision, any two images of the same planar surface in space are related by a homography (assuming a pinhole camera model). This has many practical applications, such as image rectification, image registration, or camera motion—rotation and translation—between two images. Once camera resectioning has been done from an estimated homography matrix, this information may be used for navigation, or to insert models of 3D objects into an image or video, so that they are rendered with the correct perspective and appear to have been part of the original scene (see Augmented reality). 3D plane to plane equation We have two cameras ''a'' and ''b'', looking at points P_i in a plane. Passing from the projection ^bp_i=\left(^bu_i;^bv_i;1\right) of P_i in ''b'' to the projection ^ap_i=\left(^au_i;^av_i;1\right) of P_i in ''a'': : ^ap_i = \fracK_a \cdot H_ \cdot K_b^ \cdot ^bp_i where ^az_i and ^bz_i are the z coordinates of P in each camera frame and where t ...
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Gesture Recognition
Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. It is a subdiscipline of computer vision. Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. Focuses in the field include emotion recognition from face and hand gesture recognition, since they are all expressions. 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, proxemics, and human behaviors is also the subject of gesture recognition techniques. Gesture recognition can be seen as a way for computers to begin to understand human body language, thus building a better bridge between machines and humans than older text user interfaces or even GUIs (graphical user in ...
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Fitness Function
{{no footnotes, date=May 2015 A fitness function is a particular type of objective function that is used to summarise, as a single figure of merit, how close a given design solution is to achieving the set aims. Fitness functions are used in genetic programming and genetic algorithms to guide simulations towards optimal design solutions. Genetic programming and algorithms In particular, in the fields of genetic programming and genetic algorithms, each design solution is commonly represented as a string of numbers (referred to as a chromosome). After each round of testing, or simulation, the idea is to delete the ''n'' worst design solutions, and to breed ''n'' new ones from the best design solutions. Each design solution, therefore, needs to be awarded a figure of merit, to indicate how close it came to meeting the overall specification, and this is generated by applying the fitness function to the test, or simulation, results obtained from that solution. The reason that genetic ...
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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 by relying on biologically inspired operators such as mutation, crossover and selection. Some examples of GA applications include optimizing decision trees for better performance, solving sudoku puzzles, hyperparameter optimization, etc. 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 encodings are also p ...
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Computer Vision
Computer vision is an interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate tasks that the human visual system can do. Computer vision tasks include methods for acquiring, processing, 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 forms of decisions. Understanding in this context means the transformation of visual images (the input of 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 ...
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