scene analysis
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2022 ◽  
Vol 151 (1) ◽  
pp. 180-193
T. Blanchard ◽  
P. Lecomte ◽  
M. Melon ◽  
L. Simon ◽  
K. Hassan ◽  

2021 ◽  
Vol 17 (3) ◽  
pp. 249-271
Tanmay Singha ◽  
Duc-Son Pham ◽  
Aneesh Krishna

Urban street scene analysis is an important problem in computer vision with many off-line models achieving outstanding semantic segmentation results. However, it is an ongoing challenge for the research community to develop and optimize the deep neural architecture with real-time low computing requirements whilst maintaining good performance. Balancing between model complexity and performance has been a major hurdle with many models dropping too much accuracy for a slight reduction in model size and unable to handle high-resolution input images. The study aims to address this issue with a novel model, named M2FANet, that provides a much better balance between model’s efficiency and accuracy for scene segmentation than other alternatives. The proposed optimised backbone helps to increase model’s efficiency whereas, suggested Multi-level Multi-path (M2) feature aggregation approach enhances model’s performance in the real-time environment. By exploiting multi-feature scaling technique, M2FANet produces state-of-the-art results in resource-constrained situations by handling full input resolution. On the Cityscapes benchmark data set, the proposed model produces 68.5% and 68.3% class accuracy on validation and test sets respectively, whilst having only 1.3 million parameters. Compared with all real-time models of less than 5 million parameters, the proposed model is the most competitive in both performance and real-time capability.

2021 ◽  
Vol 26 ◽  
pp. 100368
Carlos Rafael Indalecio-Céspedes ◽  
Diana Hernández-Romero ◽  
Isabel Legaz ◽  
María Faustina Sánchez Rodríguez ◽  
Eduardo Osuna

2021 ◽  
Vol 138 ◽  
pp. 104873
Yasmina Souley Dosso ◽  
Kim Greenwood ◽  
JoAnn Harrold ◽  
James R. Green

2021 ◽  
pp. 1-12
Daniel Kaiser ◽  
Radoslaw M. Cichy

Abstract During natural vision, our brains are constantly exposed to complex, but regularly structured environments. Real-world scenes are defined by typical part–whole relationships, where the meaning of the whole scene emerges from configurations of localized information present in individual parts of the scene. Such typical part–whole relationships suggest that information from individual scene parts is not processed independently, but that there are mutual influences between the parts and the whole during scene analysis. Here, we review recent research that used a straightforward, but effective approach to study such mutual influences: By dissecting scenes into multiple arbitrary pieces, these studies provide new insights into how the processing of whole scenes is shaped by their constituent parts and, conversely, how the processing of individual parts is determined by their role within the whole scene. We highlight three facets of this research: First, we discuss studies demonstrating that the spatial configuration of multiple scene parts has a profound impact on the neural processing of the whole scene. Second, we review work showing that cortical responses to individual scene parts are shaped by the context in which these parts typically appear within the environment. Third, we discuss studies demonstrating that missing scene parts are interpolated from the surrounding scene context. Bridging these findings, we argue that efficient scene processing relies on an active use of the scene's part–whole structure, where the visual brain matches scene inputs with internal models of what the world should look like.

Electronics ◽  
2021 ◽  
Vol 10 (20) ◽  
pp. 2527
Minji Jung ◽  
Heekyung Yang ◽  
Kyungha Min

The advancement and popularity of computer games make game scene analysis one of the most interesting research topics in the computer vision society. Among the various computer vision techniques, we employ object detection algorithms for the analysis, since they can both recognize and localize objects in a scene. However, applying the existing object detection algorithms for analyzing game scenes does not guarantee a desired performance, since the algorithms are trained using datasets collected from the real world. In order to achieve a desired performance for analyzing game scenes, we built a dataset by collecting game scenes and retrained the object detection algorithms pre-trained with the datasets from the real world. We selected five object detection algorithms, namely YOLOv3, Faster R-CNN, SSD, FPN and EfficientDet, and eight games from various game genres including first-person shooting, role-playing, sports, and driving. PascalVOC and MS COCO were employed for the pre-training of the object detection algorithms. We proved the improvement in the performance that comes from our strategy in two aspects: recognition and localization. The improvement in recognition performance was measured using mean average precision (mAP) and the improvement in localization using intersection over union (IoU).

2021 ◽  
P. Mahesha ◽  
K. J. Royina ◽  
Sumi Lal ◽  
Y. Anoop Krishna ◽  
M. P. Thrupthi

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