A Non-Cooperative Game for 3D Object Recognition in Cluttered Scenes

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A Non-Cooperative Game for 3D Object Recognition in Cluttered Scenes Andrea Albarelli, Emanuele Rodolá, Filippo Bergamasco, Andrea Torsello Dipartimento di Scienze Ambientali, Informatica e Statistica - Universitá Ca Foscari Venezia 3DIMPVT 2011 - Hangzhou, China LogoVettorialeCaFoscari-

Object in Clutter: Local vs Global Global approaches are hindered when used to match occluded models, in fact, only local properties are preserved in such scenarios On the other hand, local descriptor could fail to be distinctive enough to give an unambiguous match, or, when distinctive they tend to be less robust to noise. We propose a Game-Theoretic approach that augments any local descriptor taking in account the pairwise spatial relations between keypoints.

Matching using Non Cooperative Games A large set of matching features (i.e. strategies) S is selected with a standard technique (and some outliers are included); An initial population vector x (of size equal to the number of strategies) is initialized to some point of the standard simplex; A payoff Π is defined for each pair of strategies, accordingly to some compatibility measure δ((a 1,a 2 ),(b 1,b 2 )) between them; The population is evolved through the following replicator equation: x i (t + 1) = x i (t) (Π x(t)) i x(t) T Π x(t) We expect a population of highly mutually compatible strategies (i.e. matches) to survive! [1]

A Game-Theoretic Pipeline for Recognition Rigid-Enforcing Compatibility Matching Game Segmentation Game Model points pre-processing Matching Segmentation Computation and selection of descriptors Scene points processing Computation and selection of descriptors Run of a sparse-matching game on the initial set of correspondences Return no match Run of a dense-matching game on the found set of pivot points Return match

An Example of the Evolutionary Process A1 B2 C3 D4 D5 E6 E7 F8 A1 0 0.12 0.77 0.83 0.98 0.77 0.66 0.75 B2 0.12 0 0.05 0.21 0.37 0.07 0.32 0.17 C3 0.77 0.05 0 0.99 0.6 0.99 0.99 0.7 D4 0.83 0.21 0.99 0 0 0.99 0.99 0.96 D5 0.98 0.37 0.6 0 0 0.9 0.88 0.69 E6 0.77 0.07 0.99 0.99 0.9 0 0 0.98 E7 0.66 0.32 0.99 0.99 0.88 0 0 0.99 F8 0.75 0.17 0.7 0.96 0.69 0.98 0.99 0 0.4 Density 0.3 0.2 0.1 0 0 10 20 30 Iterations

Quantitative Analysis Introduction Recognition Rate 100 80 60 40 20 0 Bariya-Nishino Tensor Keypoint Spin images Game-theoretic 65 70 75 80 85 % Occlusion Comparisons with other approaches show that our method (used with SHOT descriptor) performs well also with relevant occlusion Recognition Rate 100 80 60 40 20 0 Lowe-SHOT GT-Uniform Integral Hashes GT-Relevant 65 70 75 80 85 % Occlusion An accurate analysis of the contribution of each part of the pipeline shows that all of them are required to make it effective

Introduction Qualitative Examples

Thank you for your attention! Please ask me any question you might have and...... do not forget to come and follow us at our tutorial at CVPR 2011! Game Theory in Computer Vision and Pattern Recognition June 20th 2011 - Colorado Springs, Colorado, USA [1] Andrea Albarelli, Emanuele Rodolà, Andrea Torsello A Game-Theoretic Approach to Fine Surface Registration (CVPR2010), San Francisco, USA, June 2010 [2] Andrea Albarelli, Emanuele Rodolà, Andrea Torsello Loosely Distinctive Features for Robust Surface Alignment (ECCV 2010), Heraklion, Greece, September 2010