perm filename CONCLU[0,BGB]15 blob sn#116835 filedate 1974-08-30 generic text, type C, neo UTF8
COMMENT ⊗   VALID 00010 PAGES
C REC  PAGE   DESCRIPTION
C00001 00001
C00002 00002	{⊂C<NαRESULTS AND CONCLUSIONS.λ30P116I325,0JCFA}   SECTION 10.
C00006 00003		As a  design theory, the  present work  can be compared  with
C00010 00004	
C00014 00005	⊂10.2	Critique: Errors and Omissions.⊃
C00019 00006	⊂10.3	Suggestions for Future Work.⊃
C00022 00007		The application of geometric modeling to vision and robotics
C00027 00008	
C00031 00009	
C00035 00010	⊂10.4 Conclusions.⊃
C00042 ENDMK
C⊗;
{⊂C;<N;αRESULTS AND CONCLUSIONS.;λ30;P116;I325,0;JCFA}   SECTION 10.
{JCFD}  RESULTS AND CONCLUSIONS.
{λ10;W250;JAFA}
	10.1	Results: Accomplishments and Original Contributions.
	10.2	Critique: Errors and Ommissions.
	10.3	Suggestions for Future Work.
	10.4	Conclusion.
{λ30;W0;I700,0;JUFA}
⊂10.1	Results: Accomplishments and Original Contributions.⊃

	As a regular feature in a Ph.D.  dessertation, it is required
to state explicitly what has been accomplished and what is original.
Some of what has been accomplished is itemized in box 10.1;  with the
so called <original contributions> marked  by asterisks.  Each of the
accomplishments has been elaborated in the indicated chapter.
{|;λ10;T150,165,900;JA;FA}
BOX 10.1{JC} ACCOMPLISHMENTS AND ORIGINAL CONTRIBUTIONS.
		0. The Geometric Feedback Vision Theory 	Chapter 6.
	*	1. The Winged Edge Polyhedron Representation	Chapter 2.
	*	2. The Euler Primitives for Polyhedron Construction	Chapter 3.
		3. The Iron  Triangle Camera Locus Algorithm	Chapter 9.
	*	4. The OCCULT hidden line elimination algorithm	Chapter 4.
	*	5. The Polygon Nesting Algorithm	Chapter 7.
	*	6. The Polygon Dekinking Method 	Chapter 7.
		7. The Polygon Segmenting Method 	Chapter 7.
		8. The Polygon Comparing Method 	Chapter 8.
	*	9. Silhouette Cone Intersection 	Chapters 5 and 9.
{|;T-1;λ30;JUFA}
	As a whole, the system described in  this thesis is the third
of  its kind,   succeeding  the systems of  Roberts (1963)  and Falk
(1970). Although,   the modeling routines of  the present system  are
considerably more sophisticated than  were those of its predecessors;
improvement in the visual analysis routines is less dramatic and more
open to question.  The present image analysis differs  from the earlier
systems  in that emphasis is  placed on  the use  of multiple
images for the sake of parallax depth perception and in that several
spatially connected image representations are combined (contour image,
mosaic image and raster image) to preserve the structure of the scene
through feature extraction rather  than following the earlier
paradigm  of  extracting  features   from  the  image  piecemeal  and
attempting to splice them together afterwards.

	As a  design theory, the  present work  can be compared  with
earlier  work by comparing the  block diagrams. The charcteristically
circular feedback  vision  mandala  like diagrams  appear  in  (Falk)
Figure 4-7,   page 78;  (Grape) Figure  12.1,  page  242; (Tenenbaum)
Figure  1.13,  page 43; as well as  in this work Figure 6.1, page 70.
The feedback  mandala  is conspicuously  absent in  the  best of  the
stimulus-response  visual  parsing work,    (Waltz),  as  well as  in
statistical recognition work,  (Duda and Hart).  The important  ideas
depicted  in the  feedback  vision mandala  are  the duality  of  the
simulated  and  physical  worlds,   the  duality  of description  and
verification, the dualism of camera  and body locus solving, and  the
dual  opposing  flows  of  predicted and  perceived  images  along  a
hieracry of commensurate abstractions. Tenenbaum's figure illustrates
the basic  feedback  loop in  the immediate  vicinity  of the  visual
sensor.   The diagrams of Falk  and Grape are similar  mirrors of the
overall system design of the  Stanford Hand/Eye group (1969 to  1973)
under the leadership of  Professor Jerome Feldman.  The  two diagrams
depict an array of relevant boxes (camera solver, edge finder,  world
modeler and  so on)  all sending  messages to  each  other under  the
benign direction of a box labeled "general strategist".

	Among the elements composing the  GEOMED/CRE system, the most
original accomplishment is the winged edge polyhedron representation.
In computer graphics  models are  based on face  perimeter lists  (or
arrays), with an awareness that  more topological relations exist but
with  no  realization  that  a  substantial  improvement  in  surface
topology modeling is feasible using approximately the same resources.

	Another accomplishment,  the Euler primitives was  based on a
constructive proof of  the Euler  relation from  (Coxeter 61).  Other
graphics systems  lack  this level  of abstraction  that falls between the
level of node/link  operations and operations with solids.  The Euler
primitives were useful in implementing OCCULT and GEOMED  sweep and
glue  operations,  but they were less useful in  implementing  the  body
intersector, BIN.

	A  pre-computer  form  of the  Iron  Triangle  camera solving
method appears in a paper by Berkay (59). Berkay described the method
as an  analog procedure  to be performed  with paper, ruler  and afew
other photogrammetric hand tools.   (The existence of this paper  was
pointed out to me by Irwin Sobel).

	The original  accomplishment of  the hidden line  eliminator,
OCCULT  lies  in  its  unification  of  several  methods and  in  its
exploitation of object and image coherence made possible by the Euler
primitives and the Winged Edge Representation.

	The last five accomplishments listed in  box 10.1 are related
to vision.   The nesting and dekinking  problems have been stated and
solved by  others,    the  present solutions  are  original  only  in
technical  detail: the  nesting  for its  use of  memory  to avoid  a
N-squared number of compares and the dekinking for its achievement of
good  results  with  almost   no  effort.    The   recursive  polygon
segmentation and  the polygon compare idea  were accomplishments that
were  compatible  with  the  contour  image  approach  but  are   not
necessarily original ideas.

⊂10.2	Critique: Errors and Omissions.⊃

	The major weakness in the existing modeling system is that it
lacks  overall unity -  the modeling and  image anaylsis  are not yet
sufficiently well integrated.  The second major weakness is  that the
essential  subsystems   involving  comparing,    locus   solving  and
recognition  are still  in a  primitive condition.   Consequently, an
unambiguous objective demonstation  of the relevance of  3-D modeling
to computer  vision is missing; the particular  demonstration which I
had in mind  was to  have a robot  vehicle drive  outside around  the
laboratory visually servoing along a trajectory given in advance.

	In the course of this work,  technical failures have included
the  attempt to use  Euler primitives to  implement body intersection,
the attempt to bundle contour  images into mosiac images, as well  as
attempts  to  make the  Euler  kill  primitives logically  air  tight
without time consuming model checking.  However, the worst errors are
of the form of misallocated  effort; more time might have  been spent
on  image analysis and  less on  image synthesis and  so forth.   The
research suffers  from  not having  a  criterion for  deciding  which
objectives deserves the most immediate effort.

	A  final  barrier  to progress  in  computer  vision  is  the
inadequacy of the hardware. It may be true that "It is a poor workman
who blames his  tools"; but for  me the  greatest source of  personal
frustration  has  been  the  television cameras,  the  cart  and  the
turntable.  At Stanford, these  devices have not  been implemented or
maintained with sufficient care to make them convenient to use.

⊂10.3	Suggestions for Future Work.⊃
{|λ9;JA}
Box 10.2 {λ7;JAJC} SUGGESTIONS FOR FUTURE WORK.

~SPATIAL MODELING WORK.~
	1.	Combination Geometric Models - Converters.
	2.	Cellular Space Modeling - Tetrahedral Simplices.
	3.	Spatial Simulation: Collision Avoidance Problem.
	4.	Higher Dimensionality, 4-D GEOMED.
~SIMULATIONS.~
	5.	Mechanical Simulation.
	6.	Creature Simulations.
	7.	Geometric Task Planning.
	8.	Geometric/Semantics Modeling.
~MATHEMATICALLY ORIENTED PROBLEMS.~
	9.	The Manifold Resurfacing Problem.
	10.	The Curved Patchs Problem.
	11.	Prove the Correctness of a Hidden Line Eliminator.
~GET RICH QUICK APPLICATIONS.~
	12.	Automatic Machine Shop.
	13.	Animation for Entertainment Industry.
~SYSTEMS SOFTWARE AND VISION HARDWARE WORK.~
	14.	Better Loader and/or Incremental Assembler.
	15.	Better Cameras.
	16.	Image Oriented Number Crunching Computer Hardware.
	17.	Better Robot Vehicles.
{|λ30;JUFA}
	The application of geometric modeling to vision and robotics
raises numerous interesting ideas and problems, box 10.3.
Future  development  of <Combination  Geometric  Models>  may
begin  by writing  converters between geometric  representations. For
example, there  is  a need  to  convert  polyhedra into  spine  cross
sections, space  points into  polyhedra,   contour maps  into faceted
surfaces   and  so   on.    Extramural   combination  models  include
<Geometric/Semantic Modeling> which will be needed to  cover the gulf
between  Minsky's (1974) notion  of a  visual frame-system  (e.g. the
expectation of a  room interior)  and a geometric  prediction of  the
features to be found in the image.   Although the Minsky Frame-System
theory  does  not  explicitly reveal  the  crucial  interface between
numerical geometric modeling and symbolic abstractions, that nexus is
a central part of the frame-system idea.

	The <Cellular  Space Modeling>  idea is  that both  space and
objects should be modeled using a space filling tesselation of cells;
perhaps  using  the tetrahedral  3-simplex.  The  difficulty lies in
getting the Euclidean primitives to update the geometry and
topology of empty space as an  object moves and rotates. The  rewards
might include an elegant approach  to collision avoidance problems
in  vehicle navigation and arm  trajectory planning. Other approaches
to <spatial simulation> and <collision avoidance problems> that might
be pursued include the use  of simulated  viewpoint to see  obstacle free
trajectories  by means  of  hidden line  elimination, this  method is
suggested in (Sutherland 69).

	In several recent Stanford  dissertations, (Falk, Yakimofsky,
Grape,  and so  on) the  authors conclude  with the  prediction that
their essentially 2-D  techniques can readily be  extended to 3-D  in
future  work.   In my  turn,   I seriously  wish to  propose that  my
essentially  3-D techniques  can  be extended  to 4-D.  The resulting
models could be applied  to Regge Calculus for computing  the general
relativistic  geometric  models  of  such  systems as  two  or  three
colliding blackholes or on a less cosmic level a 4-D GEOMED could  be
of service for  planning sequences of arm manipulations  viewing time
as a spatial  dimension. Collision of 3-D polyhdera moving in
time can be described as a static intersection of 4-D polytopes.

	Geometric  modeling is  also  applicable  to future  work  in
simulation. <Mechanical  Simulation> involves computing the Newtonian
mechanics  of everyday  objects,    problems  which  are  immediately
approachable  from  a  GEOMED  foundation  include  simulated  object
collision,  statics, and pseudo friction.  For example, consider what
is needed to predict the outcome of setting one more block at a given
place on an  existing tower or of throwing one  block into a tower of
other blocks. <Geometric Task Planning> problems include the old A.I.
favorite of  block stacking as  well as  the newer research  problems
related to industrial assembly. Existing solutions to geometric tasks
are notoriously restricted, for example I know of no  blocks stacking
program  that handles  arbitrary rotations,  all blocks  to date  are
piled on the square.

	Although,   it has been recognized (early and often) that the
programming  of  numerically   controled  machine  tools  should   be
automated,  the  actual   implementation  of  a  system  that  builds
artifacts directly from a geometric  model still lies in the  future.
As a  start, someone  at any  of the  research labs  with an  general
purpose  manipulator could  begin by  carving models  out of  soap or
other soft material with a rotating cutting tool.

	Advanced mechanical  simulations as  well as  <Animation  for
Entertainment> quickly run into  the problem of <Creature Simulation>
- given  a multilegged bug,  what control program is required to make
the bug walk through a building.  Barring the darkness  of war, it is
likely that the greatest potential future users of robotic simulation
will not  be found  in government,  universities,   or  manufacturing
industries but rather in the entertainment  industry. When it becomes
economically   feasible  to   create  realistic   (and  surrealistic)
animation by  computer  graphics,  great  progress will  be  made  in
simulating visual reality and in representing mundane situations in a
computer.

	Theoretical  work  in geometric  modeling  will  continue  to
pursue  curved representations. Two problems  that I would especially
like to see solved involve  fitting curved surfaces to form a  smooth
object, (a  manifold), as  well as  resurfacing an  existing manifold
representation.    Both problems  I beleive  are  more a  question of
automatic segmentation rather than automatic smoothing. It is easy to
fit functions to facial patches  of an object, it is hard to subdivide
an object into  the proper  set of patches.  In terms  of analysis  of
algorithms  and  the  mathematical theory  of  computation,  the  one
geometric algorithm that  seems most ripe for future quantative study
and logical analysis is the hidden line elimination process. There is
a wealth  of different techniques to  be compared and the  inputs and
outputs seem to be sufficiently well defined for formal axiomatizing.

	Finally  progress in  computer vision  and geometric modeling
requires progress in  systems software and  computer systems.  In  my
opinion, recent university based research in programming languages is
over concentrated in  very high level  language theory and  automatic
programming.    Future  language  and  systems  work  should  include
developing an incremental loader, assembler, debugger and editor that
can  handle algebraic  expressions,    block  structure,    node/link
storage  notation  as  well   as  unvarnished  machine  instructions.
Although  special purpose image processing hardware  has earned a bad
reputation (starting  with  the Illiac-III);  in  my opinion  a  real
vision  system will be  composed of  a large  array of  computer like
elements (4096  by  4096)  that  pipeline a  stream  of  images  into
structured  image representations.   The  perceived  images are  then
compared with predicted images and a detailed 3-D model is altered or
constructed in real time (24 images per second) using a  small number
of computers  (32 or less) which  by the standards of  our day (1974)
would be  very large and very fast (ten megawords main memory and ten
megahertz  instruction execution).    Assuming  the  continuation  of
civilization with a growing technology over the next one hundred to a
thousand years,    developments  in Computer  Vision  and  Artificial
Intellegence could lead to robots, androids and cyborgs which will be
able to see, to think and to feel conscious.

⊂10.4 Conclusions.⊃

	The particular technical conclusions of this work include the
methods,  system  designs and data structures for  geometric modeling
which have already  been elaborated.  Based on the details, one could
make such generalized observations as that: recursive windowing  is a
good technique for spatial  sorting, simple geometric representations
fall into space oriented and object oriented classes,  the essence of
an object representation is its coherence under various operators and
that the power of a vision system might be enhanced by application of
3-D modeling techniques.  However in  closing, I would  like to  draw
three rather more general conclusions,  conclusions which by contrast
to the technical ones might be construed as scientific conclusions.

	1.  ~<The Nature of Perception>~.  Perception is essential to
intelligence as it is the process which converts  external sensations
into internal  thoughts.   There are two  kinds of  simple perception
systems:   stimulus-response   and   prediction-correction  feedback;
together they explain perception.{Q}

	2.  ~<The  Necessity  to  Experiment>~. Robotic  hardware  is
essential to Artificial Intelligence  as an experimental science.  It
is  misleading  to  study  only  theoretical  robotics  of  plausible
abstractions,   mathematics, puzzles, games and simulations. The real
physical world is the best test of adaptive general intelligence. The
complexity and subtlety of real world situations, even of a situation
as  seemingly finite  as a  digital television  picture,  can  not be
anticipated from  a  philosopher's armchair  or  from a  programmer's
console.

	3. ~<The Necessity  to Simulate Visual Reality>~. Modeling is
essential to  prediction-correction  feedback perception.    Although
simulated robot  environments  should not  be used  in  place of  the
external  physical reality,   such  environmental simulations  are an
essential  part of  a  robot's  internal  mental  reality.    In  the
particular case of vision,  geometric  models should be easy to adapt
to  the basic mental  abilities of present day  computer hardware. To
conclude,  perception  requires two worlds  one that is the  external
physical reality and the other which is the internal mental reality.
{H2;X0.6;I∂400,630;*RUNNER;}