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Edmond Boyer

Bio: Edmond Boyer is an academic researcher from University of Grenoble. The author has contributed to research in topics: Point cloud & Visual hull. The author has an hindex of 41, co-authored 145 publications receiving 7490 citations. Previous affiliations of Edmond Boyer include French Institute for Research in Computer Science and Automation & Microsoft.


Papers
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Journal ArticleDOI
TL;DR: This survey focuses on approaches that aim on classification of full-body motions, such as kicking, punching, and waving, and categorizes them according to how they represent the spatial and temporal structure of actions.

1,058 citations

Journal ArticleDOI
TL;DR: Results indicate that this MHV representation can be used to learn and recognize basic human action classes, independently of gender, body size and viewpoint.

941 citations

Proceedings ArticleDOI
26 Dec 2007
TL;DR: A new framework is proposed where actions are model actions using three dimensional occupancy grids, built from multiple viewpoints, in an exemplar-based HMM, where a 3D reconstruction is not required during the recognition phase, instead learned 3D exemplars are used to produce 2D image information that is compared to the observations.
Abstract: In this paper, we address the problem of learning compact, view-independent, realistic 3D models of human actions recorded with multiple cameras, for the purpose of recognizing those same actions from a single or few cameras, without prior knowledge about the relative orientations between the cameras and the subjects. To this aim, we propose a new framework where we model actions using three dimensional occupancy grids, built from multiple viewpoints, in an exemplar-based HMM. The novelty is, that a 3D reconstruction is not required during the recognition phase, instead learned 3D exemplars are used to produce 2D image information that is compared to the observations. Parameters that describe image projections are added as latent variables in the recognition process. In addition, the temporal Markov dependency applied to view parameters allows them to evolve during recognition as with a smoothly moving camera. The effectiveness of the framework is demonstrated with experiments on real datasets and with challenging recognition scenarios.

509 citations

Proceedings ArticleDOI
20 Jun 2009
TL;DR: A 3D feature detector and feature descriptor for uniformly triangulated meshes, invariant to changes in rotation, translation, and scale are proposed and defined generically for any scalar function, e.g., local curvature.
Abstract: In this paper we revisit local feature detectors/descriptors developed for 2D images and extend them to the more general framework of scalar fields defined on 2D manifolds. We provide methods and tools to detect and describe features on surfaces equiped with scalar functions, such as photometric information. This is motivated by the growing need for matching and tracking photometric surfaces over temporal sequences, due to recent advancements in multiple camera 3D reconstruction. We propose a 3D feature detector (MeshDOG) and a 3D feature descriptor (MeshHOG) for uniformly triangulated meshes, invariant to changes in rotation, translation, and scale. The descriptor is able to capture the local geometric and/or photometric properties in a succinct fashion. Moreover, the method is defined generically for any scalar function, e.g., local curvature. Results with matching rigid and non-rigid meshes demonstrate the interest of the proposed framework.

409 citations

Proceedings ArticleDOI
18 Jun 2018
TL;DR: This work proposes a novel graph-convolution operator to establish correspondences between filter weights and graph neighborhoods with arbitrary connectivity, and obtains excellent experimental results that significantly improve over previous state-of-the-art shape correspondence results.
Abstract: Convolutional neural networks (CNNs) have massively impacted visual recognition in 2D images, and are now ubiquitous in state-of-the-art approaches. CNNs do not easily extend, however, to data that are not represented by regular grids, such as 3D shape meshes or other graph-structured data, to which traditional local convolution operators do not directly apply. To address this problem, we propose a novel graph-convolution operator to establish correspondences between filter weights and graph neighborhoods with arbitrary connectivity. The key novelty of our approach is that these correspondences are dynamically computed from features learned by the network, rather than relying on predefined static coordinates over the graph as in previous work. We obtain excellent experimental results that significantly improve over previous state-of-the-art shape correspondence results. This shows that our approach can learn effective shape representations from raw input coordinates, without relying on shape descriptors.

295 citations


Cited by
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Christopher M. Bishop1
01 Jan 2006
TL;DR: Probability distributions of linear models for regression and classification are given in this article, along with a discussion of combining models and combining models in the context of machine learning and classification.
Abstract: Probability Distributions.- Linear Models for Regression.- Linear Models for Classification.- Neural Networks.- Kernel Methods.- Sparse Kernel Machines.- Graphical Models.- Mixture Models and EM.- Approximate Inference.- Sampling Methods.- Continuous Latent Variables.- Sequential Data.- Combining Models.

10,141 citations

Posted Content
TL;DR: This work introduces UCF101 which is currently the largest dataset of human actions and provides baseline action recognition results on this new dataset using standard bag of words approach with overall performance of 44.5%.
Abstract: We introduce UCF101 which is currently the largest dataset of human actions. It consists of 101 action classes, over 13k clips and 27 hours of video data. The database consists of realistic user uploaded videos containing camera motion and cluttered background. Additionally, we provide baseline action recognition results on this new dataset using standard bag of words approach with overall performance of 44.5%. To the best of our knowledge, UCF101 is currently the most challenging dataset of actions due to its large number of classes, large number of clips and also unconstrained nature of such clips.

4,784 citations

Book
30 Sep 2010
TL;DR: Computer Vision: Algorithms and Applications explores the variety of techniques commonly used to analyze and interpret images and takes a scientific approach to basic vision problems, formulating physical models of the imaging process before inverting them to produce descriptions of a scene.
Abstract: Humans perceive the three-dimensional structure of the world with apparent ease. However, despite all of the recent advances in computer vision research, the dream of having a computer interpret an image at the same level as a two-year old remains elusive. Why is computer vision such a challenging problem and what is the current state of the art? Computer Vision: Algorithms and Applications explores the variety of techniques commonly used to analyze and interpret images. It also describes challenging real-world applications where vision is being successfully used, both for specialized applications such as medical imaging, and for fun, consumer-level tasks such as image editing and stitching, which students can apply to their own personal photos and videos. More than just a source of recipes, this exceptionally authoritative and comprehensive textbook/reference also takes a scientific approach to basic vision problems, formulating physical models of the imaging process before inverting them to produce descriptions of a scene. These problems are also analyzed using statistical models and solved using rigorous engineering techniques Topics and features: structured to support active curricula and project-oriented courses, with tips in the Introduction for using the book in a variety of customized courses; presents exercises at the end of each chapter with a heavy emphasis on testing algorithms and containing numerous suggestions for small mid-term projects; provides additional material and more detailed mathematical topics in the Appendices, which cover linear algebra, numerical techniques, and Bayesian estimation theory; suggests additional reading at the end of each chapter, including the latest research in each sub-field, in addition to a full Bibliography at the end of the book; supplies supplementary course material for students at the associated website, http://szeliski.org/Book/. Suitable for an upper-level undergraduate or graduate-level course in computer science or engineering, this textbook focuses on basic techniques that work under real-world conditions and encourages students to push their creative boundaries. Its design and exposition also make it eminently suitable as a unique reference to the fundamental techniques and current research literature in computer vision.

4,146 citations

Proceedings ArticleDOI
06 Nov 2011
TL;DR: This paper uses the largest action video database to-date with 51 action categories, which in total contain around 7,000 manually annotated clips extracted from a variety of sources ranging from digitized movies to YouTube, to evaluate the performance of two representative computer vision systems for action recognition and explore the robustness of these methods under various conditions.
Abstract: With nearly one billion online videos viewed everyday, an emerging new frontier in computer vision research is recognition and search in video. While much effort has been devoted to the collection and annotation of large scalable static image datasets containing thousands of image categories, human action datasets lag far behind. Current action recognition databases contain on the order of ten different action categories collected under fairly controlled conditions. State-of-the-art performance on these datasets is now near ceiling and thus there is a need for the design and creation of new benchmarks. To address this issue we collected the largest action video database to-date with 51 action categories, which in total contain around 7,000 manually annotated clips extracted from a variety of sources ranging from digitized movies to YouTube. We use this database to evaluate the performance of two representative computer vision systems for action recognition and explore the robustness of these methods under various conditions such as camera motion, viewpoint, video quality and occlusion.

3,533 citations