CHAPTER 4 Flashcards

(17 cards)

1
Q

……….. is the ability of
software to identify objects,
places, people, writing and
actions in digital images

A

Recognition

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2
Q

Computers can use machine
vision technologies in
combination with a camera and
artificial intelligence (AI) software
to achieve………………….

A

image recognition

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3
Q

types of Object Recognition

A
  • Model-based Object Recognition
  • Generic Object Recognition
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4
Q

…………….Recognition relies upon the existence of a set of predefined objects.

A

Model-based Object Recognition

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5
Q

…………….. is identifying the category
membership of an object
contained in an image.

A

Generic object recognition

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6
Q

Main Steps

A

Preprocessing
Recognition

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7
Q

……………….A model database is built by establishing associations between features and models.

A

Preprocessing

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8
Q

………………Scene features are used to retrieve appropriate associations stored in the model database.

A

Recognition

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9
Q

Challenges

A

The appearance of an object can have a large range of variation due to:

– viewpoint changes
– shape changes (e.g., non-rigid objects)
– photometric effects
– scene clutter

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10
Q

Requirements

A

Invariance
Robustness

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11
Q

Robustness?

A

– Noise (i.e., sensor noise)
– Detection errors (e.g., edge or corner detection)
– Illumination/Shadows
– Partial occlusion (i.e., self and from other objects)
– Intrinsic shape distortions (i.e., non-rigid objects)

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12
Q

Invariance

A

– Geometric transformations (translation, rotation, scale)
* Caused by viewpoint changes due to camera/object motion

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13
Q

Performance Criteria

A

(1) Scope: What kind of objects can be recognized and in what kind of scenes

(2) Robustness: – Does the method tolerate reasonable amounts of noise and occlusion in the scene ?
– Does it degrade gracefully as those tolerances are exceeded ?

(3) Efficiency:– How much time and memory are required to search the solution space ?

(4) Accuracy:
– Correct recognition
– False positives (wrong recognitions) – False negatives (missed recognitions)

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14
Q

Object-centered Representation

A

A 3D model of the object is available.

Advantage: every view of the object is available.

Disadvantage: might not be easy to build.

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15
Q

Viewer-centered Representation

A
  • Objects are described by a set of characteristic views or aspects

Advantages:
- Easier to build compared to object-centered.
- Matching is easier since it involves 2D information.

Disadvantages:
- Requires a large number of views

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16
Q

Matching Schemes

A
  • Geometry-based
  • Employ geometric features
  • Appearance-based
  • Represent objects from many possible viewpoints and illumination directions using dimensionality reduction
17
Q

T/F Different views of the same object can give rise to widely different images!