Spatial relationships play an important role in many domains of computer science, including computer vision, Geographic Information Systems (GIS), and medical imaging. In previous work, we introduced the notion of the histogram of forces. It is a quantitative representation of the relative position between two objects. It is sensitive to the shape, size, and orientation of the objects. The objects considered so far could be disjoint or intersecting, they could be bounded or unbounded, convex or concave, available in raster or in vector form, but they had to be two-dimensional. In this paper, we show that three-dimensional raster data can be handled as well. By adopting proper optimization procedures, the presented technique provides a fast ...
m and n represent the voxel row and column of the image. i is the level in the z direction. The voxe...
[[abstract]]A method is presented to solve for the three-dimensional (3D) object position and orient...
Some 3D computer graphics algorithms are using front-to-back scene traversal (for example hiddenline...
Abstract. Understanding the spatial organization of regions in images is a crucial task, essential t...
Abstract — Effective robot manipulation requires a vision system which can extract features of the e...
International audienceThis paper presents a model for positional relations among bodies of arbitrary...
Representation of relative spatial relations between objects is required in many multimedia database...
Abstract—Scene matching is the process of recognizing two images as different views of the same scen...
International audienceThe author gives geometric constructive solutions for 3-D vision problems like...
This thesis addresses some important characteristics of human visual perception and their implicatio...
In this paper, we propose a novel shape representation we call Directional Histogram Model (DHM). It...
The aim of this paper is the design of a system that can learn any individual user's perception...
Is the real problem in finding the relative orientation of two viewpoints the correspondence problem...
AbstractIt is possible to recover the three-dimensional structure of a scene using only corresponden...
A statistical representation of three-dimensional shapes is introduced, based on a novel four-dimens...
m and n represent the voxel row and column of the image. i is the level in the z direction. The voxe...
[[abstract]]A method is presented to solve for the three-dimensional (3D) object position and orient...
Some 3D computer graphics algorithms are using front-to-back scene traversal (for example hiddenline...
Abstract. Understanding the spatial organization of regions in images is a crucial task, essential t...
Abstract — Effective robot manipulation requires a vision system which can extract features of the e...
International audienceThis paper presents a model for positional relations among bodies of arbitrary...
Representation of relative spatial relations between objects is required in many multimedia database...
Abstract—Scene matching is the process of recognizing two images as different views of the same scen...
International audienceThe author gives geometric constructive solutions for 3-D vision problems like...
This thesis addresses some important characteristics of human visual perception and their implicatio...
In this paper, we propose a novel shape representation we call Directional Histogram Model (DHM). It...
The aim of this paper is the design of a system that can learn any individual user's perception...
Is the real problem in finding the relative orientation of two viewpoints the correspondence problem...
AbstractIt is possible to recover the three-dimensional structure of a scene using only corresponden...
A statistical representation of three-dimensional shapes is introduced, based on a novel four-dimens...
m and n represent the voxel row and column of the image. i is the level in the z direction. The voxe...
[[abstract]]A method is presented to solve for the three-dimensional (3D) object position and orient...
Some 3D computer graphics algorithms are using front-to-back scene traversal (for example hiddenline...