3D特征:关于HFM和HBB
1.HBB ?? 三維綁定框
? (1): 要用到HBB,定義還不太清楚,來自于 VALVE Developer Community (https://developer.valvesoftware.com/wiki/Bounding_box)的 解釋:
???????? A Bounding Box is an invisible box that defines the rough size of an entity. It's chiefly used to determine when the entity is visible and to performcheapQPhysics collision tests (often before moving on to more expensive ones: for example, bullets are only tested againsthitboxes if they are first found to intersect with the given entity's bounding box).
?? ? ? ?? 一個(gè)綁定框是比較好的方法,對(duì)于物體在空間的范圍表示來說。綁定球體的方法可以直接用于(x,y,z)直接使用三維下標(biāo)計(jì)算點(diǎn)云的方法,不過這種方法必須尋找到一種合適的數(shù)據(jù)結(jié)構(gòu),否則會(huì)面對(duì)占有極大的內(nèi)存空間情況。 ???
??? Rotation(綁定球體)
????? Bounding boxes are always aligned to the world's axes. They never rotate. This is presumably because of their use for collision detection of players: it would be impossible to turn around in a tight corridor if the four corners of your bounding box rotated with you. Axis-aligned boxes are also far cheaper to compute.
????? While this isn't a huge issue for objects that are roughly square from above, it makes oblong dimensions difficult to manage without switching toVPhysics. When VPhysics isn't an option there isn't much that can be done: a Day of Defeat: Source player who has gone prone has an oblong shape that can rotate through a full 360°, which Valve could only accommodate for by creating a 'squished' bounding box that leaves the head and feet sticking out at all times (an image of this would be nice).
??????????????? 關(guān)于HBB 的論文 我最先查到的是 2009-ICCV 的論文:?? Multiple? Kernels for Object Detection ,具體使用方法 詳見 論文內(nèi)容....
2. HFM 前景假設(shè)
??????????? (2): 關(guān)于HFM? 前景假設(shè)掩模,使用假設(shè)前景的方法,用于獲取全局特征
?????????????????? 詳見論文 Extracting Foreground Masks towards Object Recognition,
?????????????????? 論文詳細(xì)介紹了 提取方法 和使用過程..
?????????????????? 類似于二維圖像的檢測(cè)框,不過好在三維圖像特別容易分割,容易從HFM中區(qū)分出目標(biāo)和背景。
總結(jié)
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