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Wearable barcode scanning Advancements in code localization, motion blur compensation, and gesture control Gbor Srs Doctoral examination ETH Zurich May 3, 2016 Linking the physical and the digital services data 01011101010 objects


  1. Wearable barcode scanning Advancements in code localization, motion blur compensation, and gesture control Gábor Sörös Doctoral examination ETH Zurich May 3, 2016

  2. Linking the physical and the digital services data 01011101010 objects 11010110100 01001011010 11001110001 bits atoms 2

  3. Visual codes are everywhere 3

  4. Wearable barcode scanning traditional barcode scanning wearable barcode scanning Barcode scanners Smartphones, tablets, watches, glasses  are expensive  are always with us  are used by only few people  have cameras, sensors, intuitive UI  use proprietary protocols  are easily programmable Ubiquitous wearable scanners allow us to access information on every physical object 4

  5. Challenges defocus and (multiple) limited input no laser for small codes motion blur capabilities localization 5

  6. Research goals Make wearable barcode scanning an attractive  alternative of traditional laser scanning by compensating the shortcomings,  and adding new features by leveraging the advanced computing and sensing  capabilities of the wearables 6

  7. Contributions Fast and robust Fast and robust Fast and robust localization blur compensation gesture control of visual tags for scanners for wearables MUM ’ 13, ICASSP ’ 14 WSCG ’ 15, ISWC ’ 15 BSN ’ 14, UIST ’ 14, CHI ’ 15 Part I Part II Part III 7

  8. Fast and robust code localization goals: invariant to size, orientation, blur, symbology 8

  9. Observations 1D barcodes contain lots of edges  blur deletes many of them 2D barcodes contain lots of corners  blur smears corners but they still remain corners codes are almost always black and white  blur mixes black and white to gray detect areas with edges and/or corners & low saturation in HSV color space 9

  10. Joint 1D and 2D barcode localization for smartphones 1D 2D 10

  11. Live localization on the mobile GPU 11

  12. Results Our method can localize visual codes of various symbologies  with performance like the state of the art  without assumptions on code size , code orientation , or code position ,  while it is more robust to blur is portable to GPU and a wide range of devices  blurry big small tilted smartglasses 12

  13. Multiple codes sharp blurry 1D sensitive to blur 2D works well in both cases 13

  14. Extension to blurry 1D codes Low S 1 and S 2 Rectangle detection in the saturation channel 14

  15. Fast and robust code localization allows:  scanning multiple codes simultaneously  scanning visual codes from further away  scanning blurry codes in the whole image 15

  16. Contributions Fast and robust Fast and robust Fast and robust localization blur compensation gesture control of visual tags for scanners for wearables MUM ’ 13, ICASSP ’ 14 WSCG ’ 15, ISWC ’ 15 BSN ’ 14, UIST ’ 14, CHI ’ 15 Part I Part II Part III 16

  17. Motion blur compensation motion blur makes the codes unreadable we recover the information from motion-blurred QR codes gabor.soros@inf.ethz.ch our input our output 17

  18. Basics of blurry image formation uniform blur model sharp scene observed image blurry scene 𝑱 𝑪 = 𝑱 ∗ 𝒍 + 𝒐 𝑱 ∗ 𝒍 convolution with a adding camera noise 𝒐 blur kernel 𝒍 18

  19. Blur removal problem deconvolution: ∗ 𝑪 = ? ∗ 𝒍 + 𝒐 blind deconvolution: identity (Dirac) kernel 𝑪 = ? ∗ ? + 𝒐 ∗ = a defocus blur kernel ∗ a motion blur kernel 19

  20. Blind deconvolution for QR scanning? Existing blind deconvolution algorithms are slow even on PC  are tuned to natural images  usually fail on QR codes (structure very different!)  input outputs of some previous methods 20

  21. Observations for deblurring QR codes blur can be estimated from the many QR edges   but we need to suppress the small structures QR codes do not need to look good for decoding   in contrast to photographs, where restoration quality counts, our main concern is speed QR codes include error correction / checksum   the algorithm can stop when the checksum is correct  false decoding is practically impossible  only partially restored codes might be decoded too 21

  22. Restoration-recognition loop Blind deconvolution via energy minimization argmin 𝐶 − 𝑙 ∗ 𝐽 + λ 𝐽 𝑞 𝐽 𝐽 + λ 𝑙 𝑞 𝑙 (𝑙) 𝐽,𝑙 We follow a common recipe for blind deconvolution: alternate between solving for I and solving for k  suppress noise and boost edges : enforce QR properties  try to decode at every iteration  repeat on several scales  B I QR QR I’ k 22

  23. experiments (synthetic blur) input [Xu2010] [Xu2013] [Cho2009] [Sun2013] 0.96s 1.05s (GPU) 0.48s 217.73s ours ground truth [Pan2013] [Perrone2014] [Pan2014] 0.61s 171.90s 133.8s 12.74s quality is on par with the state of the art, and a magnitude faster 23

  24. experiments (real blur) 1.69s 2.82s 14.37s 12.52s 14.65s 18.62s 24

  25. Live deblurring on a smartphone camera view input search window estimated kernel estimated image 25

  26. Can we make it even faster? additional clues: the blur is ’ encoded ’ in the image of point light sources  wearables have inertial sensors  rotational motion blur is dominant – use gyroscopes  reconstruct the camera motion, render the blur kernel  virtual point virtual light source camera 26

  27. Rendering blur kernels for initialization Rotational blur depends on the position in the image captured frame generated kernels deblurred frame 27

  28. Patch-wise restoration We can initialize the restoration loop with the rendered kernels 28

  29. Fast and robust blur removal allows:  scanning in low lighting  scanning moving codes  and tiny or distant codes (super resolution) 29

  30. Contributions Fast and robust Fast and robust Fast and robust localization blur compensation gesture control of visual tags for scanners for wearables MUM ’ 13, ICASSP ’ 14 WSCG ’ 15, ISWC ’ 15 BSN ’ 14, UIST ’ 14, CHI ’ 15 Part I Part II Part III 30

  31. Codes for interaction with smart objects [Ballagas 2006] [Rohs 2005] [Mayer 2012] [Heun 2013b] [Heun 2013a] [Mayer 2014] [Chan 2015] 31

  32. Outsourcing user interfaces The smartphone is becoming a universal interaction device . [Nespresso coffee machine] [Wahoo cycling sensor] volume How about other wearables? [fitbit activity tracker] [LIFX light bulb] 32

  33. Outsourcing user interfaces cross-device automatic GUI generation: user interface beaming 33 Joint work with Simon Mayer

  34. Gesture recognition on wearables 34 Joint work with Jie Song, Fabrizio Pece, Otmar Hilliges

  35. Live gesture recognition on mobile devices 35

  36. Gesture classification as pixel labeling input segmentation labeled output 36

  37. Pixel labeling with a decision tree F 0 (w,v): F 0 > Г 0 < Г 0 w v F 1 F 2 > Г 2 < Г 2 > Г 1 < Г 1 F 2 (w,v): F 3 F 4 F 5 F 6 v w ... ... 37

  38. Pixel labeling with a decision forest T 2 T 3 T 1 1. pooling over trees: 2. pooling over all pixels: this pixel is ’ red ’ this gesture is ’ red ’ 38

  39. Pixel labeling with multi-stage decision forests Coarse Part Depth Shape Classification Classification Classification pinch close palm middle point splayed far 39

  40. Enabling 3D interaction Coarse Depth Depth Shape Regression Classification Classification 145 mm pinch 211 mm close palm 282 mm middle point 323 mm splayed far 40

  41. Gestures + depth for 3D interaction 41

  42. Fast and robust gesture recognition allows:  natural input to wearables  easy control for scanners  universal interaction with smart objects (through user interface outsourcing) 42

  43. Conclusions In the world of binary images, generally very difficult computer vision problems like … object segmentation image restoration shape classification … can have fast and robust solutions even on resource-constrained wearable devices. 43

  44. Conclusions Our solutions  are pushing forward the state of the art in terms of accuracy , robustness , and speed  can help to make wearable barcode scanning a promising alternative to traditional barcode scanning  will potentially make wearables the essential tools for bridging the gap between the physical and the digital world. 44

  45. Thank you! 45

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