This document provides a summary of a CVPR 2016 tutorial on fitting surface models to data. The tutorial covered several applications of surface fitting including curve and surface fitting, parameter estimation, bundle adjustment, and more. It discussed fitting subdivision surfaces and polygon meshes to 2D and video data. Specific examples of fitting hand models to data for applications like hand tracking were presented. The tutorial aimed to teach attendees how to solve hard vision problems using tools that may seem inelegant but are smarter than they appear for fitting models to data.
This document discusses parallel transport of tensors along curves in curved spacetime. It shows that for parallel transport where the covariant derivative of the tensor equals zero along the curve, the tensor components must change as it is parallel transported due to the connection coefficients (Christoffel symbols). This ensures that the tensor remains tangent to the curve at each point and that the dot product is preserved under parallel transport along the curve. It also notes that parallel transport equations relate the tensor transformation rules between coordinate systems through the proper speeds along the curve.
The document discusses function transformations including translations, reflections, dilations, and compressions. It defines these transformations and provides examples of how they affect the graph of a function. Translations slide the graph left or right without changing its shape or orientation. Reflections create a mirror image of the graph across an axis, flipping it. Compressions squeeze the graph towards or away from an axis. Dilations stretch or shrink the graph away from an axis. The document explains how to interpret various function notation and applies the transformations to example graphs.
This document discusses motion in a straight line and key concepts related to velocity and acceleration, including:
- The differences between average and instantaneous velocity and acceleration. Average values are calculated over a time interval, while instantaneous values are the limit as the time interval approaches zero.
- Velocity is a vector quantity that involves displacement over time, while speed is a scalar quantity involving distance over time.
- Acceleration is the rate of change of velocity with respect to time. It can be calculated as the change in velocity over a time interval for average acceleration or the derivative of velocity with respect to time for instantaneous acceleration.
- Examples are provided to demonstrate calculating average and instantaneous values and interpreting velocity-
1) The document discusses tensors and their properties, including tensors of rank one and two, contravariant and covariant tensors, and the metric tensor.
2) It explains how tensors transform under coordinate transformations and defines the gradient operator as a covariant vector.
3) The Minkowski metric is introduced as the metric tensor for flat spacetime in special relativity.
The document discusses how to graph functions by applying transformations to basic graphs. These transformations include vertical and horizontal shifts which move the graph up/down or left/right, reflections which flip the graph across an axis, and stretching or shrinking which make the graph taller or narrower. By identifying the transformations in an equation, one can graph it by applying the corresponding operations to the original function graph.
OpenGL uses model-view and projection matrices to apply transformations like translation, rotation, and scaling. The document discusses constructing transformation matrices for different types of transformations, including translation, rotation around fixed points and arbitrary axes, scaling, and shearing. It also covers combining multiple transformations using matrix multiplication and storing transformations in the current transformation matrix.
Centre of mass, impulse momentum (obj. assignments)gopalhmh95
1) The document describes a projectile that explodes into two fragments of equal mass at its highest point. One fragment falls vertically with zero initial speed.
2) It also describes a small sphere released on the inner surface of a large sphere, and analyzes the motion of the system's center of mass.
3) Additionally, it provides information about a rocket that explodes, with the locations of its fragments given. It asks the reader to determine the location of the third fragment if all three struck the ground simultaneously.
This document reviews beam theory and provides an example of calculating shear force and bending moment diagrams for a beam with various loads applied. The example beam is loaded with a uniform distributed load, two concentrated loads, and supported with two reactions. Free body diagrams are drawn and the reactions are calculated. Then, the shear force and bending moment are calculated as functions of position along the beam based on the loads and reactions. Shear and bending moment diagrams are drawn to visualize how the values change along the length of the beam.
This document discusses parallel transport of tensors along curves in curved spacetime. It shows that for parallel transport where the covariant derivative of the tensor equals zero along the curve, the tensor components must change as it is parallel transported due to the connection coefficients (Christoffel symbols). This ensures that the tensor remains tangent to the curve at each point and that the dot product is preserved under parallel transport along the curve. It also notes that parallel transport equations relate the tensor transformation rules between coordinate systems through the proper speeds along the curve.
The document discusses function transformations including translations, reflections, dilations, and compressions. It defines these transformations and provides examples of how they affect the graph of a function. Translations slide the graph left or right without changing its shape or orientation. Reflections create a mirror image of the graph across an axis, flipping it. Compressions squeeze the graph towards or away from an axis. Dilations stretch or shrink the graph away from an axis. The document explains how to interpret various function notation and applies the transformations to example graphs.
This document discusses motion in a straight line and key concepts related to velocity and acceleration, including:
- The differences between average and instantaneous velocity and acceleration. Average values are calculated over a time interval, while instantaneous values are the limit as the time interval approaches zero.
- Velocity is a vector quantity that involves displacement over time, while speed is a scalar quantity involving distance over time.
- Acceleration is the rate of change of velocity with respect to time. It can be calculated as the change in velocity over a time interval for average acceleration or the derivative of velocity with respect to time for instantaneous acceleration.
- Examples are provided to demonstrate calculating average and instantaneous values and interpreting velocity-
1) The document discusses tensors and their properties, including tensors of rank one and two, contravariant and covariant tensors, and the metric tensor.
2) It explains how tensors transform under coordinate transformations and defines the gradient operator as a covariant vector.
3) The Minkowski metric is introduced as the metric tensor for flat spacetime in special relativity.
The document discusses how to graph functions by applying transformations to basic graphs. These transformations include vertical and horizontal shifts which move the graph up/down or left/right, reflections which flip the graph across an axis, and stretching or shrinking which make the graph taller or narrower. By identifying the transformations in an equation, one can graph it by applying the corresponding operations to the original function graph.
OpenGL uses model-view and projection matrices to apply transformations like translation, rotation, and scaling. The document discusses constructing transformation matrices for different types of transformations, including translation, rotation around fixed points and arbitrary axes, scaling, and shearing. It also covers combining multiple transformations using matrix multiplication and storing transformations in the current transformation matrix.
Centre of mass, impulse momentum (obj. assignments)gopalhmh95
1) The document describes a projectile that explodes into two fragments of equal mass at its highest point. One fragment falls vertically with zero initial speed.
2) It also describes a small sphere released on the inner surface of a large sphere, and analyzes the motion of the system's center of mass.
3) Additionally, it provides information about a rocket that explodes, with the locations of its fragments given. It asks the reader to determine the location of the third fragment if all three struck the ground simultaneously.
This document reviews beam theory and provides an example of calculating shear force and bending moment diagrams for a beam with various loads applied. The example beam is loaded with a uniform distributed load, two concentrated loads, and supported with two reactions. Free body diagrams are drawn and the reactions are calculated. Then, the shear force and bending moment are calculated as functions of position along the beam based on the loads and reactions. Shear and bending moment diagrams are drawn to visualize how the values change along the length of the beam.
2 d transformations by amit kumar (maimt)Amit Kapoor
Transformations are operations that change the position, orientation, or size of an object in computer graphics. The main 2D transformations are translation, rotation, scaling, reflection, shear, and combinations of these. Transformations allow objects to be manipulated and displayed in modified forms without needing to redraw them from scratch.
1) A gravity-free hall contains a tray of mass M carrying a cubical block of ice of mass m and edge L at rest in the middle. If the ice melts, the centre of mass of the tray plus ice system will descend by a distance that can be calculated.
2) Two people of masses 50 kg and 60 kg sitting at opposite ends of a 4 m long, 40 kg boat discuss a mechanics problem and move to the middle. Neglecting friction, the displacement of the boat in the water can be calculated.
3) A cart of mass M recoils with speed v backward on frictionless rails when a man of mass m starts moving towards the engine on the cart. The
The document discusses various 2D and 3D transformations including translation, scaling, rotation, reflection, shearing, and homogeneous coordinates. It provides the mathematical definitions and matrix representations for each transformation type in 2D and 3D. It also covers topics like composition and inverse of transformations, classification of transformations, and properties of rigid body transformations.
This document provides an overview of 2D and 3D graphics transformations including:
1. 2D affine transformations like translation, rotation, scaling and shearing and their properties such as preserving lines and ratios.
2. Representing transformations with matrices and composing multiple transformations.
3. Drawing 3D wireframe models using projections including orthogonal and perspective projections.
4. 3D affine transformations and their elementary forms as well as composing rotations in 3D.
5. Non-affine transformations like fish-eye and false perspective distortions.
This document discusses 3D transformations including reflection and shearing. It begins with an overview of 3D reflection about the XY, XZ, and YZ planes. It then describes how to perform reflection about any plane using a series of translation, rotation, reflection, and inverse transformations. Examples of 3D shearing about the X, Y, and Z axes are also provided. The document concludes with a numerical example of finding the reflection matrix for a plane through the origin with normal vector I+J+K.
Maqueta en componentes normal y tangencialRobayo3rik
This document summarizes the calculations done to analyze the motion of a carousel. Key values determined include: the total radius of 13.83 cm, normal acceleration of 1.65 m/s2, tangential acceleration of 0 m/s2, tangential velocity of 0.4779 m/s, angular displacement of 9.7986 revolutions, period of 1.8182 seconds, and frequency of 0.5499 Hz. The normal acceleration was determined from the angular velocity and radius, while the tangential acceleration was zero due to constant velocity.
The document discusses the derivative of a function. It defines the derivative as a function that gives the instantaneous rate of change or slope of a curve at a given point. It also discusses the difference between average and instantaneous rates of change, and how the secant line becomes the tangent line when finding instantaneous rate of change.
This is a primer on some of the foundations of 3D math used in computer graphics programming. This is the version of the talk from CocoaConf Chicago 2015.
The document discusses key concepts related to calculus including:
- The definition of a derivative as the instantaneous rate of change of a function, obtained by taking the limit of the average rate of change as the change in x approaches 0.
- Techniques for finding derivatives including differentiation rules for basic functions.
- Relationship between a function's derivative and whether it is increasing or decreasing over an interval.
- Concepts of local/global extrema and how to analyze a function's critical points and inflection points.
- Using optimization techniques like taking derivatives to find maximum/minimum values of expressions subject to constraints.
This document provides an overview of 3D transformations, including translation, rotation, scaling, reflection, and shearing. It explains that 3D transformations generalize 2D transformations by including a z-coordinate and using homogeneous coordinates and 4x4 transformation matrices. Each type of 3D transformation is defined using matrix representations and equations. Rotation is described for each coordinate axis, and reflection is explained for each axis plane. Shearing is introduced as a way to modify object shapes, especially for perspective projections.
The document discusses function transformations including shifts, reflections, and stretches/compressions. It defines these transformations and provides examples of how they affect the graph of a function. Specifically, it explains that a shift moves a graph up/down or left/right along an axis, a reflection flips the graph across an axis, and a stretch or compression changes the scale of the graph along an axis. Examples are given of reflecting across the x-axis or y-axis and horizontally or vertically stretching/compressing a function. In the end, students are asked to write equations for specific transformations of a quadratic function.
Cinematica de coordenadas tangenciales y normales pulloquinga luisLuisPulloquinga
This document describes a physics project to build a model that demonstrates tangential and normal coordinates of circular motion. It includes objectives, theoretical background on circular kinematics, descriptions of materials used, data tables collected from experiments, calculations of errors and kinematic variables like period and frequency. Calculations were performed using data measured from a model fortune wheel with radius 9cm under constant angular acceleration of 1.5 rad/s^2 to determine its final angular velocity, tangential and total acceleration, tangential velocity, period and frequency.
1. The document discusses various 2D and 3D transformations including translation, scaling, rotation, reflection, and shearing.
2. It explains the basic transformation types including rigid-body, affine, and free-form and provides examples of each.
3. Key concepts covered include the homogeneous coordinate system, composition of transformations using matrices, and expressing transformations like translation, scaling, and rotation using matrices.
This document summarizes a project exploring affine transformations of triangles represented by matrices in MATLAB. Key findings include:
1) A dilation of half the base and scaling of 1.5 times the height was produced by the matrix A=(0.25 0; 0 1.5).
2) Flipping a triangle over the x-axis used the matrix A=(1 0; 0 -1).
3) Various transformations including dilation and flipping were applied by matrices to recreate shapes from pictures.
This document discusses the Daroko blog, which provides real-world applications of various IT skills. It encourages readers to not just learn computer graphics and other topics but to apply them in business contexts. The blog covers topics like computer graphics, networking, programming, IT jobs, technology news, blogging, website building, and IT companies. It aims to help readers gain practical experience applying their IT knowledge. Readers are instructed to search "Daroko blog" online to access resources on various IT subjects and their business applications.
This document describes a project to analyze the damping ratio for a quarter car suspension system model. The objective is to determine the damping ratio range that provides good ride comfort. Three design objectives are evaluated: isolating vehicle body from road disturbances, providing good road handling, and maintaining suspension displacement. MATLAB is used to generate time and frequency domain responses for different damping coefficients and ratios. Analysis of the step and impulse responses shows that damping ratios between 0.2-0.3 provide better ride comfort characteristics. Car manufacturers commonly use around 0.25 for passenger vehicles.
The document discusses 3D geometric transformations including rotation and reflection. It explains that transformations move points in space and can be expressed through 4x4 matrices. Specifically, it covers rotating objects around axes, conventions for right-handed vs left-handed systems, and how to perform rotations around arbitrary axes through a series of translations and rotations. It also discusses reflecting objects across planes by treating it as a scaling by -1 along one axis and provides AutoCAD commands for rotations and reflections.
2 d transformations by amit kumar (maimt)Amit Kapoor
Transformations are operations that change the position, orientation, or size of an object in computer graphics. The main 2D transformations are translation, rotation, scaling, reflection, shear, and combinations of these. Transformations allow objects to be manipulated and displayed in modified forms without needing to redraw them from scratch.
1) A gravity-free hall contains a tray of mass M carrying a cubical block of ice of mass m and edge L at rest in the middle. If the ice melts, the centre of mass of the tray plus ice system will descend by a distance that can be calculated.
2) Two people of masses 50 kg and 60 kg sitting at opposite ends of a 4 m long, 40 kg boat discuss a mechanics problem and move to the middle. Neglecting friction, the displacement of the boat in the water can be calculated.
3) A cart of mass M recoils with speed v backward on frictionless rails when a man of mass m starts moving towards the engine on the cart. The
The document discusses various 2D and 3D transformations including translation, scaling, rotation, reflection, shearing, and homogeneous coordinates. It provides the mathematical definitions and matrix representations for each transformation type in 2D and 3D. It also covers topics like composition and inverse of transformations, classification of transformations, and properties of rigid body transformations.
This document provides an overview of 2D and 3D graphics transformations including:
1. 2D affine transformations like translation, rotation, scaling and shearing and their properties such as preserving lines and ratios.
2. Representing transformations with matrices and composing multiple transformations.
3. Drawing 3D wireframe models using projections including orthogonal and perspective projections.
4. 3D affine transformations and their elementary forms as well as composing rotations in 3D.
5. Non-affine transformations like fish-eye and false perspective distortions.
This document discusses 3D transformations including reflection and shearing. It begins with an overview of 3D reflection about the XY, XZ, and YZ planes. It then describes how to perform reflection about any plane using a series of translation, rotation, reflection, and inverse transformations. Examples of 3D shearing about the X, Y, and Z axes are also provided. The document concludes with a numerical example of finding the reflection matrix for a plane through the origin with normal vector I+J+K.
Maqueta en componentes normal y tangencialRobayo3rik
This document summarizes the calculations done to analyze the motion of a carousel. Key values determined include: the total radius of 13.83 cm, normal acceleration of 1.65 m/s2, tangential acceleration of 0 m/s2, tangential velocity of 0.4779 m/s, angular displacement of 9.7986 revolutions, period of 1.8182 seconds, and frequency of 0.5499 Hz. The normal acceleration was determined from the angular velocity and radius, while the tangential acceleration was zero due to constant velocity.
The document discusses the derivative of a function. It defines the derivative as a function that gives the instantaneous rate of change or slope of a curve at a given point. It also discusses the difference between average and instantaneous rates of change, and how the secant line becomes the tangent line when finding instantaneous rate of change.
This is a primer on some of the foundations of 3D math used in computer graphics programming. This is the version of the talk from CocoaConf Chicago 2015.
The document discusses key concepts related to calculus including:
- The definition of a derivative as the instantaneous rate of change of a function, obtained by taking the limit of the average rate of change as the change in x approaches 0.
- Techniques for finding derivatives including differentiation rules for basic functions.
- Relationship between a function's derivative and whether it is increasing or decreasing over an interval.
- Concepts of local/global extrema and how to analyze a function's critical points and inflection points.
- Using optimization techniques like taking derivatives to find maximum/minimum values of expressions subject to constraints.
This document provides an overview of 3D transformations, including translation, rotation, scaling, reflection, and shearing. It explains that 3D transformations generalize 2D transformations by including a z-coordinate and using homogeneous coordinates and 4x4 transformation matrices. Each type of 3D transformation is defined using matrix representations and equations. Rotation is described for each coordinate axis, and reflection is explained for each axis plane. Shearing is introduced as a way to modify object shapes, especially for perspective projections.
The document discusses function transformations including shifts, reflections, and stretches/compressions. It defines these transformations and provides examples of how they affect the graph of a function. Specifically, it explains that a shift moves a graph up/down or left/right along an axis, a reflection flips the graph across an axis, and a stretch or compression changes the scale of the graph along an axis. Examples are given of reflecting across the x-axis or y-axis and horizontally or vertically stretching/compressing a function. In the end, students are asked to write equations for specific transformations of a quadratic function.
Cinematica de coordenadas tangenciales y normales pulloquinga luisLuisPulloquinga
This document describes a physics project to build a model that demonstrates tangential and normal coordinates of circular motion. It includes objectives, theoretical background on circular kinematics, descriptions of materials used, data tables collected from experiments, calculations of errors and kinematic variables like period and frequency. Calculations were performed using data measured from a model fortune wheel with radius 9cm under constant angular acceleration of 1.5 rad/s^2 to determine its final angular velocity, tangential and total acceleration, tangential velocity, period and frequency.
1. The document discusses various 2D and 3D transformations including translation, scaling, rotation, reflection, and shearing.
2. It explains the basic transformation types including rigid-body, affine, and free-form and provides examples of each.
3. Key concepts covered include the homogeneous coordinate system, composition of transformations using matrices, and expressing transformations like translation, scaling, and rotation using matrices.
This document summarizes a project exploring affine transformations of triangles represented by matrices in MATLAB. Key findings include:
1) A dilation of half the base and scaling of 1.5 times the height was produced by the matrix A=(0.25 0; 0 1.5).
2) Flipping a triangle over the x-axis used the matrix A=(1 0; 0 -1).
3) Various transformations including dilation and flipping were applied by matrices to recreate shapes from pictures.
This document discusses the Daroko blog, which provides real-world applications of various IT skills. It encourages readers to not just learn computer graphics and other topics but to apply them in business contexts. The blog covers topics like computer graphics, networking, programming, IT jobs, technology news, blogging, website building, and IT companies. It aims to help readers gain practical experience applying their IT knowledge. Readers are instructed to search "Daroko blog" online to access resources on various IT subjects and their business applications.
This document describes a project to analyze the damping ratio for a quarter car suspension system model. The objective is to determine the damping ratio range that provides good ride comfort. Three design objectives are evaluated: isolating vehicle body from road disturbances, providing good road handling, and maintaining suspension displacement. MATLAB is used to generate time and frequency domain responses for different damping coefficients and ratios. Analysis of the step and impulse responses shows that damping ratios between 0.2-0.3 provide better ride comfort characteristics. Car manufacturers commonly use around 0.25 for passenger vehicles.
The document discusses 3D geometric transformations including rotation and reflection. It explains that transformations move points in space and can be expressed through 4x4 matrices. Specifically, it covers rotating objects around axes, conventions for right-handed vs left-handed systems, and how to perform rotations around arbitrary axes through a series of translations and rotations. It also discusses reflecting objects across planes by treating it as a scaling by -1 along one axis and provides AutoCAD commands for rotations and reflections.
Contour lines outline the shape of an object and often look like silhouettes. Before photography, people would trace their outlines in profile as mementos. Contour lines show only the outline of an object without details of the eyes, face, or clothing. To create a silhouette drawing, students should pick an object to draw, find a reference image, create an outline, and cut out both the outline and black paper to glue onto marble paper.
The document outlines research and designs created for a mobile game app called "Snail Trail", including logos, icons, t-shirt designs, and website banners. Feedback was provided on initial designs which helped refine the concepts. The process, materials used, target audience, and suggestions for further improvement are evaluated.
Motion capture involves using cameras and sensors to record the movement of actors, which provides animators with realistic reference frames to create computer generated characters and scenes. It allows for smooth, anatomical movements and is commonly used to bring imaginary characters like Gollum and Caesar to life. While initially using many high-speed cameras, motion capture now involves capture suits and points that map movements and expressions to virtual characters. The technique has progressed rapidly and is used to increase audience appeal by making computer generated aspects of films more believable.
The document describes a proposed patient positioning system for maskless head and neck radiotherapy using a soft robot. The system uses a Kinect camera for vision-based sensing of patient head position. A soft robot consisting of an inflatable air bladder and pneumatic valves would manipulate the patient's head to correct for any motion during treatment. Preliminary results show the system was able to control 1 degree of freedom of motion (flexion/extension) of a mannequin head using proportional valve control and Kinect vision feedback to a control system. Further work is needed to validate the system for actual use in radiotherapy treatment.
Motion pictures are a series of images projected rapidly to create the illusion of motion. They are a popular form of entertainment that can also be used to educate. Many types of motion pictures exist, but the most common are feature films, animated films, and documentaries. Creating a motion picture involves numerous roles such as producers, directors, cast, crew, and editors who all work together to bring the film from an idea to the final product.
Liu Ren at AI Frontiers: Sensor-aware Augmented RealityAI Frontiers
Successful Human Machine Interaction (HMI) solutions need to feature three 'I's (Intuitive, Interactive, and Intelligent) in their applications as they are key success factors to ensure superior user experience for our future products. Augmented Reality (AR) as a core HMI topic is on its way to become more practical. In this talk, Liu discusses the real-world HMI challenges for industrial AR applications and present our recent advances at Bosch to address the needs of these three 'I's. Bosch sees that many of these HMI challenges (i.e. dynamic occlusion handling, robust tracking, and easy content generation) are closely related to typical AI tasks such as scene perception and understanding. Sensor-aware approaches that leverage sensor knowledge and machine learning methods are effective to address these challenges.
For the full video of this presentation, please visit:
http://www.embedded-vision.com/platinum-members/qualcomm/embedded-vision-training/videos/pages/may-2016-embedded-vision-summit-mangen
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Michael Mangen, Product Manager for Camera and Computer Vision at Qualcomm, presents the "High-resolution 3D Reconstruction on a Mobile Processor" tutorial at the May 2016 Embedded Vision Summit.
Computer vision has come a long way. Use cases that were previously not possible in mass-market devices are now more accessible thanks to advances in depth sensors and mobile processors. In this presentation, Mangen provides an overview of how we are able to implement high-resolution 3D reconstruction – a capability typically requiring cloud/server processing – on a mobile processor. This is an exciting example of how new sensor technology and advanced mobile processors are bringing computer vision capabilities to broader markets.
This document discusses motion media and its applications in education. Motion media refers to visual content that appears to be in motion, such as videos, films, and animations. It can communicate information through sight and sound to large audiences simultaneously. When used for education, motion media has several advantages, such as demonstrating processes and skills. It can also help teach problem solving and cultural understanding. However, it also has limitations, like a fixed pace and potential for misinterpretation. When incorporated into instruction, video-based materials can promote student-centered learning if they allow students to interpret content and apply it to new problems. Teachers can still play an important role by facilitating content and ensuring deeper understanding.
Animation is created through displaying sequential images rapidly to create the illusion of movement. This is made possible by the persistence of vision, where the human eye retains images briefly after viewing, blending together rapid sequential images. Major pioneers of early animation included Winsor McCay and Emile Cohl, experimenting with techniques like cel animation and stop motion. The document discusses the history and types of animation including traditional cel animation, stop motion, computer-generated, and more.
This document provides an overview of animation, including its definition, history, techniques, and status in India. Animation is the illusion of motion created by displaying a sequence of images rapidly. It was discovered in Latin and referred to as the "animating principle." Some key points discussed are:
- The first Indian animated film was in 1974 and the first TV series was in 1986.
- Animatronics uses mechatronics to create lifelike machines and creatures.
- 3D animation techniques include 2D/3D modeling, rigging, simulations, and motion capture.
- Major animation institutions and studios are located in India.
- The Indian animation market was estimated at $354 million in 2006
This document provides an introduction to machine learning concepts including linear regression, linear classification, and the cross-entropy loss function. It discusses using gradient descent to fit machine learning models by minimizing a loss function on training data. Specifically, it describes how linear regression can be solved using mean squared error and gradient descent, and how linear classifiers can be trained with the cross-entropy loss and softmax activations. The goal is to choose model parameters that minimize the loss function for a given dataset.
Lecture 12 andrew fitzgibbon - 3 d vision in a changing worldmustafa sarac
This document summarizes Andrew Fitzgibbon's research on recovering 3D shape from images and video. It discusses early work from 1998 on reconstructing 3D shape from image sequences. More recent work includes fitting subdivision surfaces to 2D data for non-rigid reconstruction, user-specific hand modeling from depth sequences, and real-time mesh fitting to 3D data using an RGB-D camera. The document emphasizes describing problems in terms of models rather than specific algorithms.
Integrales definidas y método de integración por partescrysmari mujica
The document discusses integrals and defined integrals. It defines integrals as the area under a curve and describes how integrals and derivatives are related. It also discusses integration by parts, giving the formula and examples of its application. Finally, it defines a definite integral as the area between a function's graph, the x-axis, and the boundaries x=a and x=b.
This document discusses an upcoming lecture on linear regression and gradient descent. The lecture will cover gradient descent for linear regression, implementing gradient descent in code, and interpreting models from multiple linear regression. It will review cost functions and the intuition behind gradient descent, then demonstrate gradient descent for linear regression.
This document presents statistical analysis of stochastic multi-robot boundary coverage. It begins by introducing the problem of stochastic boundary coverage using multiple robots and defines key terms. It then provides the problem statement of analyzing saturation probability and distributions when robots attach randomly to a closed boundary. The document proceeds to solve this problem analytically for point robots and extends the solution to finite-sized robots. It compares the analytical solutions to results from Monte Carlo simulations to validate the statistical analysis.
The document summarizes the Fibonacci and golden section methods for numerical optimization of functions with no explicit constraints. The Fibonacci method uses the Fibonacci sequence to iteratively place experiments and narrow the interval containing the minimum. The golden section method similarly places experiments based on the golden ratio at each iteration. Both methods reduce the uncertainty interval at each step until a tolerance is reached. The document provides equations for calculating experiment placements and uncertainty intervals for each method.
1) The paper introduces the influence function for interpreting black-box machine learning models. The influence function traces a model's predictions back to the training data by examining how the model's parameters would change if a particular training point was removed or perturbed.
2) The influence function approximates this change in parameters by assuming a quadratic approximation to the empirical risk function around the learned parameters and taking a single Newton step. It shows the parameter change due to removing a point is approximated by the influence function.
3) The paper demonstrates how the influence function can be used to understand model behavior, find adversarial examples, debug issues, and correct errors, among other applications. It also proposes practical methods to compute the influence function for
Basic concept of Deep Learning with explaining its structure and backpropagation method and understanding autograd in PyTorch. (+ Data parallism in PyTorch)
Umbra Ignite 2015: Rulon Raymond – The State of Skinning – a dive into modern...Umbra Software
Rulon Raymond was the keynote speaker of Umbra Ignite. His talk “The State of Skinning – a dive into modern approaches to model skinning” leads us in to a quick yet deep journey through real time skinning trends.
The document discusses various topics related to algorithms including introduction to algorithms, algorithm design, complexity analysis, asymptotic notations, and data structures. It provides definitions and examples of algorithms, their properties and categories. It also covers algorithm design methods and approaches. Complexity analysis covers time and space complexity. Asymptotic notations like Big-O, Omega, and Theta notations are introduced to analyze algorithms. Examples are provided to find the upper and lower bounds of algorithms.
This document provides an outline and overview of topics that will be covered in an introduction to MATLAB and Simulink course over 4 sections. Section I will cover background, basic syntax and commands, linear algebra, and loops. Section II will cover graphing/plots, scripts and functions. Section III will cover solving linear and systems of equations and solving ODEs. Section IV will cover Simulink. The document provides examples of content that will be covered within each section, such as plotting functions, solving systems of equations using matrices, and numerically and symbolically solving ODEs.
Linear regression aims to fit a linear model to training data to predict continuous output variables. It works by minimizing the squared error between predicted and actual outputs. Regularization is important to prevent overfitting, with ridge regression being a common approach that adds an L2 penalty on the weights. Linear regression can be viewed as solving a system of linear equations, with various methods available to handle over- or under-determined systems without expensive matrix inversions. The next lecture will cover iterative optimization methods for solving linear regression.
GraphBLAS: A linear algebraic approach for high-performance graph queriesGábor Szárnyas
GraphBLAS provides a linear algebraic approach for expressing high-performance graph algorithms. It defines a standard based on semirings that allows graph computations to be expressed as matrix operations. This enables algorithms like single-source shortest paths (SSSP) to be computed algebraically using matrix multiplication in different semirings like min-plus to find shortest distances from the source. The Bellman-Ford algorithm for SSSP can be captured using repeated multiplication of the distance vector with the graph adjacency matrix in the min-plus semiring.
Linear regression is a machine learning algorithm that models the relationship between independent variables (x) and a continuous dependent variable (y). It finds the best fit linear equation to model the relationship.
Multiple linear regression extends this to model relationships between a continuous dependent variable and two or more independent variables. The model represents the predicted output as a linear combination of the input variables.
Gradient descent is an optimization algorithm used to minimize some function by iteratively moving in the direction of steepest descent as defined by the negative of the gradient. It can be used to learn the parameters of a linear regression model by minimizing the cost function, which represents the error between predictions and true values. Feature scaling helps ensure features are on a similar
This document contains examples of using for loops and while loops in MATLAB. It begins with examples of summing prime numbers, duplicating vector elements, and converting a for loop to a while loop. It then provides more examples of using loops to calculate interest, convert a matrix to a vector, print patterns of stars, and find twin prime numbers. It discusses the importance of efficiency in MATLAB and compares loop-based approaches to vectorized solutions.
The document summarizes the CORDIC (Coordinate Rotation Digital Computer) algorithm, which is used to calculate trigonometric, exponential, and logarithmic functions using iterative rotation. It explains that CORDIC performs these calculations using small incremental rotations rather than multiplications or divisions. An example is provided to demonstrate how CORDIC uses successive rotations to compute the sine of an angle. The summary concludes that CORDIC obtains ideal rotation results by taking the scaling factor into account without affecting the accuracy of the final calculations.
Here are the steps to solve this problem numerically in MATLAB:
1. Define the 2nd order ODE for the pendulum as two first order equations:
y1' = y2
y2' = -sin(y1)
2. Create an M-file function pendulum.m that returns the right hand side:
function dy = pendulum(t,y)
dy = [y(2); -sin(y(1))];
end
3. Use an ODE solver like ode45 to integrate from t=0 to t=6pi with initial conditions y1(0)=pi, y2(0)=0:
[t,y] = ode45
The document provides legal notices and disclaimers for an Intel presentation. It states that the presentation is for informational purposes only and that Intel makes no warranties. It also notes that Intel technologies' features and benefits depend on system configuration and may require enabled hardware, software or service activation. Performance varies depending on system configuration. The document further states that sample source code is released under the Intel Sample Source Code License Agreement and that Intel and its logo are trademarks.
- The document discusses techniques for reducing the size of large datasets ("big data") by reducing the number of observations and features.
- Dimensionality reduction techniques like principal component analysis (PCA) and random projections can reduce the number of features to a lower dimensional space while preserving distances between observations.
- PCA finds an aligned coordinate system that maximizes the spread of data, while random projections randomly determine a coordinate system. Both techniques can significantly compress datasets, especially those with many redundant features like images.
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3. Fitting Surface Models to Data
3
CVPR 2016Tutorial
Andrew Fitzgibbon, Microsoft
JonathanTaylor, PerceptiveIO
4. PEOPLE
Finding Nemo: Deformable Object Class Modelling using Curve Matching CVPR ’10
Mukta Prasad,Andrew Fitzgibbon,AndrewZisserman, LucVan Gool
KinÊtre: Animating theWorld with the Human Body UIST ’12
Jiawen (Kevin) Chen, Shahram Izadi, Fitzgibbon
TheVitruvian Manifold: Inferring dense correspondences for one-shot human pose estimation CVPR ’12
JonathanTaylor, Jamie Shotton,TobySharp, Fitzgibbon
What shape are dolphins? Building 3D morphable models from 2D images PAMI ’13
Tom Cashman, Fitzgibbon
User-Specific Hand Modeling from Monocular Depth Sequences CVPR ’14
Taylor, Richard Stebbing,Varun Ramakrishna, Cem Keskin, Shotton, Izadi, Fitzgibbon,Aaron Hertzmann
Real-Time Non-Rigid Reconstruction Using an RGB-D Camera SIGGRAPH ’14
Michael Zollhöfer, Matthias Nießner, Izadi, Christoph Rhemann, Christopher Zach,
Matthew Fisher, ChengleiWu, Fitzgibbon,Charles Loop, ChristianTheobalt, Marc Stamminger
Learning an Efficient Model of Hand ShapeVariation from Depth Images CVPR ’15
Sameh Khamis,Taylor,Shotton, Keskin, Izadi, Fitzgibbon
Efficient and Precise Interactive Hand Tracking through Joint, Continuous Optimization of Pose SIGGRAPH ‘16
and Correspondences
Taylor, Lucas Bordeaux,Cashman, Bob Corish, Keskin, Sharp, Eduardo Soto, David Sweeney, JulienValentin,
Ben Luff, ArranTopalian, ErrollWood, Khamis, Kohli, Izadi, Richard Banks, Fitzgibbon, Shotton.
Fits Like a Glove: Rapid and Reliable Hand Shape Personalization. CVPR ’16
David JosephTan,Cashman,Taylor, Fitzgibbon, DanielTarlow, Khamis, Izadi, Shotton.
5. LEARN HOWTO SOLVE HARDVISION PROBLEMS,
USINGTOOLSTHAT MAY APPEAR INELEGANT,
BUT ARE MUCH SMARTERTHANTHEY LOOK.
Goal
5
23. Write energy describing the image collection
𝑓=1
𝐹
𝐸data 𝐼𝑓, 𝜽 𝑓 + 𝐸reg 𝜽 𝑓, 𝜽core
Where:
𝜽 𝑓 are (unknown) parameters of surface model in frame 𝑓
𝜽core are (unknown) parameters of some shape model (e.g. linear
combination) and 𝐸reg measures distance, e.g. ARAP
And optimize it using Levenberg-Marquardt
(i.e. any Newton-like algorithm, making maximum use of problem
structure)
FOREACHTASK,THEMETHODISTHESAME 23
24. So, you can do lots of things by “fitting models to
data”.
How do you do it right?
Let’s look at some examples.
24
36. GRADIENTDESCENT
Alternation is slow
because valleys may not
be axis aligned
So try gradient descent?
Note that convergence
proofs are available for
both of the above
But so what?
41. USESECONDDERIVATIVES…
Starting with 𝒙 how can I choose 𝜹
so that 𝑓 𝒙 + 𝜹 is better than 𝑓(𝒙)?
So compute
min
𝜹∈ℝ 𝑑
𝑓 𝒙 + 𝜹
But hang on, that’s the same problem we were trying to
solve?
42. USESECONDDERIVATIVES…
Starting with 𝑥 how can I choose 𝛿
so that 𝑓 𝑥 + 𝛿 is better than 𝑓(𝑥)?
So compute
min
𝛿
𝑓 𝑥 + 𝛿
≈ min
𝛿
𝑓 𝑥 + 𝛿⊤ 𝑔(𝑥) + 1
2 𝛿⊤ 𝐻 𝑥 𝛿
𝑔 𝑥 = 𝛻𝑓 𝑥
𝐻 𝑥 = 𝛻𝛻⊤ 𝑓(𝑥)
58. On many problems,
alternation is just fine
Indeed always start with a
couple of alternation steps
Computing 2nd derivatives is
a pain
But you don’t need to for LM
But just alternation is not
Unless you’re willing to
problem-select
Convergence guarantees
are fine, but practice is
what matters
Inverting the Hessian is
rarely 𝑂(𝑛3
)
There is no universal optimizer
61. Surface: mapping 𝑆 𝒖 from ℝ2
↦ ℝ3
E.g. cylinder 𝑆 𝑢, 𝑣 = cos 𝑢 , sin 𝑢 , 𝑣
SURFACE 61
*the surface is actually the set {𝑀 𝑢; Θ |𝑢 ∈ Ω}
𝑢
𝑣
62. Surface: mapping 𝑆 𝒖 from ℝ2
↦ ℝ3
E.g. cylinder 𝑆 𝑢, 𝑣 = cos 𝑢 , sin 𝑢 , 𝑣
Probably not all of ℝ2
, but a subset Ω
E.g. square Ω = 0,2𝜋 × [0, 𝐻]
But also any union of patch domains Ω = 𝑝
Ω 𝑝
SURFACE 62
*the surface is actually the set {𝑀 𝑢; Θ |𝑢 ∈ Ω}
𝑢
𝑣
63. Surface: mapping 𝑆 𝒖 from ℝ2
↦ ℝ3
E.g. cylinder 𝑆 𝑢, 𝑣 = cos 𝑢 , sin 𝑢 , 𝑣
Probably not all of ℝ2
, but a subset Ω
E.g. square Ω = 0,2𝜋 × [0, 𝐻]
But also any union of patch domains Ω = 𝑝
Ω 𝑝
And we’ll look at parameterised surfaces 𝑆 𝒖; Θ
E.g. Cylinder 𝑆 𝑢, 𝑣; 𝑅, 𝐻 = 𝑅 cos 𝑢 , 𝑅 sin 𝑢 , 𝐻𝑣
with Ω = 0,2𝜋 × 0,1
E.g. subdivision surface 𝑆 𝒖; 𝑋
where Θ = 𝑋 ∈ ℝ3×𝑛
is matrix of control vertices
SURFACE 63
*the surface is actually the set {𝑀 𝑢; Θ |𝑢 ∈ Ω}
𝑢
𝑣
87. CONTINOUSOPTIMIZATION
Can focus on this term to understand entire
optimization.
Total number of residuals 𝑛 = number of silhouette points.
Say 300𝑁 (𝑁 = number of images) ≈ 10,000
Total number of unknowns 2𝑛 + 𝐾𝑁 + 𝑚 where
𝑚 ≈ 3𝐾 × number of vertices ≈ 3,000
87