perm filename GARVEY.MSG[DOC,TOB]1 blob
sn#136620 filedate 1974-12-18 generic text, type T, neo UTF8
∂18-DEC-74 0133 network site SRI
Date: 18 DEC 1974 0127-PST
From: GARVEY at SRI-AI
Subject: CHAPTER 1
To: TOB at SU-AI
cc: TENENBAUM
TOM, HERE IS THE CURRENT VERSION OF CHAPTER 1. THERE ARE STILL A FEW
POINTS TO BE ADDED, BUT THEY WILL PROBABLY WAIT UNTIL MORE OF THE REST
IS DONE. I'LL APPRECIATE YOUR FEEDBACK.
I. INTRODUCTION
This thesis reports recent experimental results with a
computer based system that can be rapidly programmed to
find specified objects in relatively complex real-world
environments. Objects are designated to the system by
circling examples with a cursor in a displayed image.
The object is then characterized by histograms of local
surface attributes such as hue and orientation and by
spatial relationships among the surfaces.
The system then formulates a strategy for finding the
object based on knowledge of available picture
processing techniques and about the makeup of the
current pictorial domain. The resulting program is
then run on representative scenes and debugged
interactively as errors materialize.
Our system is based on the premise that in real scenes there
exist easy ways of "seeing" things. The many contextual relations among
real-world objects, together with multisensory
(i.e., range and color) data, suggest that a combination of perceptual
cues can be found that would enable the system to easily locate and
identify a given object. For example, to locate a tabletop, it is usually
sufficient to find a horizontal surface 2-1/2 feet above the floor since
these features distinguish tables from other objects. And to find a
telephone, it is usually easier to first find the table, and then to
find the telephone as a small compact mass of black points on the table,
instead of attempting the much harder task of finding a telephone solely on
the basis of its shape (the principal basis in past scene-analysis
systems) using no contextual aids. However, even when such complicated
features as shape are required, if the context is suitably limited, a
simple distinguishing measure related to that feature may suffice to
resolve remaining recognition ambiguities. Thus, the ratio of maximum
height to base surface area is sufficient to distinguish the
shape of a telephone from that of other black objects normally found on
a desk top (e.g., loose-leaf binders). We call this approach to
perception, "vision by distinguishing features".
These example strategies are admittedly ad hoc and
highly context dependent. We strongly believe that
the effective use of such domain specific knowledge is
essential for machine perception. Of course, the most
successful existing scene analysis programs also rely
heavily on ad hoc heuristics. The distinction between
these programs and the approach we advocate lies in
generality. Programs based on a large amount of ad hoc
knowledge were thought to be "cheats" because the
knowledge was inflexibly embedded. Thus, minor
modifications of the object or environment often
necessitated major programming.
A system must instead be supplied with the higher level
knowledge and problem-solving capabilities needed to
choose for itself the most effective way of finding any
object in any context, utilizing all currently
available knowledge about the world. Specifically, the
computer must use its knowledge to select features of
the desired object that are both distinguishing and
easy to see. The utility of such
"distinguishing features" is critically dependent on
what is known at the current stage of analysis.
Hence, it is unreasonable to preprogram these
recognition strategies, except in the simplest and most
static environments.
II. BACKGROUND
Until recently, research on machine perception has concentrated
on the exhaustive description of simple geometric environments appearing
in a black-and-white television image. **REF** The "blocks" world
was originally chosen to simplify the problems of feature extraction
and thus to accelerate the development of high-level perception programs.
Unfortunately, it may also have impeded progress by diverting investigators
to difficult but less important problems attributable to its very sterility.
First, the lack of variety and of meaningful contextual constraints in
this artificial world limited the extent to which perceptual strategies
could capitalize on task goals and expectations; exhaustive descriptions
were invariably sought. Moreover, the unavailability of attributes like
color and texture led to preoccupation with articulated boundary descriptions
(i.e., shape) as the principal basis for recognition. This preoccupation,
in turn, diverted a disproportionate amount of effort to
the problem of extracting perfect line drawings of homogeneous
objects viewed under homogeneous, shadowless illumination.
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* References are listed at the end of the thesis.
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The ad hoc, primarily bottom-up, techniques developed under
these constraints were unsatisfying because they would be overwhelmed
by the irrelevant detail found in virtually any other type of scene.
Highly tuned edge followers, for example, suffocate in a world with
texture. Moreover, the elaborate topological descriptions that conveniently
characterized simple polyhedra are inappropriate for many real-world
objects (e.g., trees, lakes) even if they could be obtained with reasonable
effort.
The thesis confronts several important perceptual issues,
such as information overload and generality of strategies, that
arise in real world scenes. Instead of simplifying the environment,
our system copes with the complexity of real-world scenes by capitalizing
upon their natural redundancy of descriptive features and contextual
constraints.
We have chosen SRI office scenes as a research domain,
because they are naturally complex, semantically rich, and experimentally
convenient. Many of the lessons initially learned in this office should
prove applicable generally to complex scenes with adequate semantic
richness; for example, the analysis of outdoor scenes and earth resource
satellite imagery.
Our objective is to find designated objects in uncluttered
office environments like that shown in Figure --- using brightness,
color, and range as sensory inputs. The system will show its comprehension
by outlining the indicated object in a displayed image of the scene.
Our system is roughly partitioned into a low-level
section consisting of a set of primitive perceptual operators (collectively
known as ISIS) and a high-level perceptual executive. The executive
knows about many kinds of things: about perceptual properties of objects,
about their contextual relations, about the operating characteristics
of the available primitive operators, and about partial results generated
by an ongoing analysis. The task of the executive is to combine these
various kinds of information in order to define the next step of analysis;
that is, to define which operator should be next applied to which portion
of the scene.
III. DESIGN CONSIDERATIONS
The above point of view suggested the following design
considerations and implementations for our perceptual system.
A. Perception as Problem Solving
Perception should be construed as a problem-solving
process; the system must utilize its knowledge of the current
real-world environment and of its own perceptual capabilities to plan
where and how to look for a specified object. Specifically, the computer
must use its knowledge to select features of the desired object that
are both distinguishing and easy to see. The utility of such "distinguishing
features" is critically dependent on what is known att the current stage
of analysis. Hence, it is unreasonable to preprogram these recognition
strategies, except in the simplest and most static environments. Moreover,
a system that can plan its own strategy has inherent generality; it should
be able to function in any environment for which its knowledge base and
perceptual primitives are adequate.
Our system contains a strategy generating program which plans
to a sufficient level of detail to begin execution. Fine details are
planned when required by the execution of a coarse planning step.
B. Sequential Decision Paradigm
It is usually unnecessary to examine all features of an
object to arrive at a confident recognition hypothesis. Perception
should proceed like the game of 20 questions. Simple descriptive
attributes (e.g., color, size) rapidly limit consideration to a small
subset of the objects possible in a given environmental context.
Remaining ambiguities can then be resolved using distinguishing components
of more complex attributes (e.g., shape).
The system generates predicates which check sufficient local
features to either identify the surface in question, or to reduce the
set of possible ambiguous objects to the point that a small number of
global distinguishing tests can disambiguate.
C. Multiple Sensors
The likelihood of finding suitable surface attributes
for distinguishing a given object increases with the number of independent
sensory modalities. Furthermore, simple discrimination in each of several
sensory modalities should be a cheaper, more reliable alternative to
using more detailed descriptions is a single modality. It is substantially
easier to interpret a set of brightness observed through several filters
as a color, or a set of range values as a surface orientation, than
to interpret a set of grey-scale intensities as a shape or texture.
Our programs make use of color information (represented
as hue and saturation components), range information (from which
is extracted height and local surface orientation), and intensity
data (grey-level data taken though a neutral density filter).
D. Goal Directed Feature Extraction
A key problem is doing perception by distinguishing
features is to extract the features reliably. One lesson that has been
learned in a decade of vision research is that feature extraction
cannot be adequately performed bottom-up as a preliminary to a
knowledge-based interpretative process *ref* (WINSTON). Rather, the
system must be
integrated so that recognition strategies are based on knowledge of
which features are easy to extract in a given environmental context.
The low-level routines should then concentrate on extracting those specific
features.
Global surface features like shape are the hardest
to extract because the surface must first be segmented from the rest of
the scene. Fortunately, with multisensory data, we can rely heavily
on local surface attributes known to be both homogeneous over the goal
object and distinguished from those of other nearby surfaces previously
found or anticipated in the environment.
The planner uses its knowledge of the costs of the various
available perceptual procedures to organize its search to examine
cheap attributes first, later resorting to more complex and
expensive tests.
E. Incremental Acquisition of Knowledge
The substantial amount of ad hoc world knowledge required
to plan perceptual strategies is most reasonably acquired in an
incremental fashion. Insufficient information is usually indicated
by a strategy failure. In this case, it is usually easy to determine
the problem and add enough new facts to allow the system to replan
a correct distinguishing strategy.
The perceptual system is embedded in ISIS (Appendix ---),
which gives the user full interactive capabilities for examining the
attributes of a point or a region and to add or modify information in
appropriate data structures.
IV. PERCEPTUAL STRATEGY
The writing of a perceptual system to locate objects in scenes
required the implementation of certain high-level capabilities.
First, the system required the ability to locate single, isolated
sufaces of objects. Then, from known surfaces and known relationships
among object parts, the system needed to be able to locate other parts.
Finally, we required the ability to use information about one object
to find other objects.
The search for an object proceeds in three phases:
acquisition, validation, and outlining. During acquisition, the multisensory
image is sampled for characteristic surface attributes of the desired
object. If a sample satisfying all criteria is found, a sequence of
top-down validation tests determines whether the acquired sample does,
in fact, belong to the desired object or to another object with similar
surface characteristics.
A. Acquisition
The objective in acquisition is to rapidly
disqualify obviously irrelevant areas of the scene so that subsequent
processing can concentrate on the most promising locations for the goal
object. This objective is realized by sampling the scene at a
density determined by the goal object's size, maximum range, and
least favorable viewing orientation. Attributes of the goal object are
tested at each sample in an order likely to cause the earliest
disqualification of irrelevant points. The selection of attributes suitable
for acquisition is based on such considerations as:
(1) Criteriality--the attribute should invariably
be associated with the object (e.g., the floor
is always horizontal).
(2) Distinguishability--the attributes should not
also be characteristic of other objects expected
in that context.
(3) Measurability--the attribute should be reliably
obtained from simple, localized processing of
sensory data.
Acquisition can also be done indirectly, as in the example
of locating the telephone by first locating the table. That is, clues
for locating the target object, or for narrowing the search space,
can be provided by some other previously located object with a known
relationship to the target.
B. Validation
The second phase of the strategy scheme,
validation, provides increased confidence that the acquired samples belong
to the target. This happens in two ways. First, the target object may
be ambiguous with respect to other known objects. In this case, the
system attempts to distinguish the target from other members of this set.
Second, the system then tries to raise its confidence that the acquired
points belong to the correct object by making other tests. This phase
of validation is necessary for two reasons: First, acquisition attempts
to distinguish samples of the target from samples of other known objects,
and therefore, some attempt must be made to guard against unknown objects.
Second, since objects are characterized rather coarsely, there may
be points on the object which are not reflected in the model. Unexpected
spurious points of this type are filtered out by this second validation
stage.
Validation tests can also include more global features
too costly to test at each sample: e.g., global attributes (such as
size and shape) of the surface surrounding the acquisition sample. We
rely on the consensus of several crude, individually tolerant tests
related to the surface attributes, rather than actually extracting a
detailed description of any particular one. For example, the ratio of
perimeter squared to area, or of length to width, might suffice as
representations of shape. Many global attributes of a surface can be
grossly tested even without finding a detailed boundary. For instance,
a surface can be disqualified as too small merely by failing to find a
sufficient number of appropriate samples within a gross window centered
on the acquisition sample.
C. Outlining
To complete its objective, the system must
finally display an outline of the object it has found. The system can
use several techniques to determine the outline of the object from
previously validated kernal points. The simplest is a region growth
process which applies a predicate to neighboring points, keeping
those that pass and recursively applying the predicate to their neighbors.
The system can also utilize high-level knowledge about
a scene to rapidly obtain approximate boundaries of located objects without
exhaustive low-level operations (such as edge following or region growing
followed by line fitting). An entity in the scene is completely mapped
onto a rigid object model by supplying the model's identity and a sufficient
set of correspondences between model points and image points to constrain
position and orientation. Detailed boundaries are then obtained by
projecting the model onto the scene using computer graphics techniques.
*****************************************************************
Indirect find -- to be added
*****************************************************************
V. EXAMPLE (to be rewritten)
We will use the example of finding the chair in the image of
Figure --- to illustrate the process outlined above.
The system knows that the two main parts of the chair are the
seat and the back. It decides on the basis of both ease of execution
and its estimate of how finding one part will aid in finding the other,
to first try to locate the chair seat. From its models, it determines
that a good distinguishing feature of the seat is its local surface
orientation (horizontal), and its height above the floor (18"). As
shown in Figure ---, the image is then randomly sampled at a density
consistent with the generated predicate, the chair seat's surface description,
and its expected size. The predicate is applied to each sample, and those
for which pass the predicate is true are collected together (as
shown in Figure---) to form the set of acquired points for the
chair seat. These points are validated and then used as starting
points for a region grower which completes the seat outline shown in
Figure ---.
The system uses the seat to constrain its search for the back
of the chair. In this example, it windows the image. That is, it
selects a subimage around the seat region it just located. This
window is then randomly sampled (as shown in Figure ---), and filtered
by the predicate for chair back. For acquiring the chair back, the
system creates a predicate which checks hue, orientation, and height.
The resulting acquired samples are shown in Figure ---. After validation,
the remaining samples are used to grow the region shown in Figure ---.
The resulting outline of the seat and back are shown in Figure ---.
VI. OVERVIEW OF THE THESIS
To be added at end of writing (when overview is known).
SEE YOU FRIDAY MORNING.
TOM
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