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AIIDE
2008
15 years 9 months ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
ICCV
2009
IEEE
16 years 11 months ago
Heterogeneous Feature Machines for Visual Recognition
With the recent efforts made by computer vision researchers, more and more types of features have been designed to describe various aspects of visual characteristics. Modeling s...
Liangliang Cao, Jiebo Luo, Feng Liang, Thomas S. H...
150
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CVPR
1997
IEEE
16 years 8 months ago
Disparity Component Matching for Visual Correspondence
We present a method for computing dense visual correspondence based on general assumptions about scene geometry. Our algorithm does not rely on correlation, and uses a variable re...
Yuri Boykov, Olga Veksler, Ramin Zabih
CVPR
2005
IEEE
16 years 8 months ago
Accurate Motion Layer Segmentation and Matting
Given a video sequence, obtaining accurate layer segmentation and alpha matting is very important for various applications. However, when a non-textured or smooth area is present ...
Jiangjian Xiao, Mubarak Shah
CVPR
2006
IEEE
16 years 8 months ago
Accurate Face Alignment using Shape Constrained Markov Network
In this paper, we present a shape constrained Markov network for accurate face alignment. The global face shape is defined as a set of weighted shape samples which are integrated ...
Lin Liang, Fang Wen, Ying-Qing Xu, Xiaoou Tang, He...
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