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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Moving Object Segmentation using Visual Attention</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Emerson J. Olaya</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>L. Abril Torres-Me´ndez Robotics</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Advanced Manufacturing Group</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cinvestav Saltillo Ramos Arizpe</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mexico abril.torres@cinvestav.edu.mx</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2011</year>
      </pub-date>
      <volume>1</volume>
      <issue>1</issue>
      <fpage>35</fpage>
      <lpage>46</lpage>
      <abstract>
        <p>We have developed a visual attention algorithm that combines previous existing methods to solve the problem of segmenting moving objects in real time. Our approach allows us to select regions of interest over which we force the fixations on a vision mechanism. We create saliency maps with characteristics that highlight within the scene. The amount of maps that can be extracted in an image is huge, so we just use some to avoid high latencies that can harm the performance of our system. Our approach is of special interest when there is no specific object to look for by the system. Thus, a scene is explored in a more natural way compared to simply sweeping out in some order the scene point by point or to wait patiently that an object of interest appears. With this, we assure that all relevant visual information in the scene is taken into account according to the priorities and objectives of the system.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>The outline of this paper is as follows. In Section 2, we describe related work on visual attention
models. Section 3 briefly describes the artificial visual system we constructed. In Section 4 we give
details of our visual attention approach. Section 5 describes the saliency map generated together with
the experimental results. Finally, in Section 6 are the conclusions and future work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        There exist different methods in the literature for visual attention. We propose a visual attention approach
based on a combination of three existing methods. First, there is the approach used by von Helmholtz
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], who observed the relation between the eyes and an involuntary segmentation process of the visual
field, where the eyes are attracted to objects that have not already been tracked. In other words, we
involuntarily select regions of the space (the “where”) based on the visual characteristics which are,
generally, outside the fovea, and then, under the approach of James [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], we fix voluntarily our attention
over the selected region (the “what”), with the goal of identifying it, exploring it or just not losing it from
the sight. These two approaches were reinforced by Nakayama and Mackeben [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], who gave evidence
of this dichotomy in the attention, first the quick and transitory aspect and then the slow and steady one.
In the 80’s, Klein [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] presented evidence of a new component in the attention called inhibition of return
which consists in a type of selective attenuation of regions on a saliency map, avoiding that the focus
of attention is directed to regions already visited. This new component has certain similarity with the
Helmoltz’s approach from the point of view that when eyes are attracted to unknown or new regions is
somewhat equivalent to be repelled from already explored regions.
      </p>
      <p>
        We have mentioned about fixing the sight in a point of interest in the scene, but the next question
arises: How to choose the point of interest within an unknown scene? Humans and some animals solve
this problem by using a very powerful biological tool known as visual attention. As established by Itti
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], the main purpose of visual attention is to direct the sight to objects of interest; it is for this reason
that visual attention and eye movements are closely related. Therefore, the ability to visually understand
or interpret a scene goes together with the object recognition problem, which restricts the selection
of the regions that must be attended. Based on this, it is established that people use the combination
of two approaches: the bottom-up approach, in which the direction of sight is determined by using
relevant visual characteristics based directly on the visual information; and the top-down approach, where
visual cues are used depending on the task to carry on (e.g., exploring, tracking or searching objects of
interest, etc.) The bottom-up approach is based on the hypothesis that certain visual characteristics (i.e.,
pre-attentive ones) inherently attract the attention (e.g., color, contrast, intensity, edges, etc.) The
topdown approach requires additional information to establish the preferences in the estimation of the visual
attention map.
      </p>
      <p>
        In addition to the characteristics mentioned above, there exist other similarities between our artificial
visual system and the human visual system. One is the geometric configuration of the cameras, i.e., we
have the coplanarity restriction (via software) between the optical axis of the cameras and a point of
interest within the scene. Other characteristic of particular importance is focused on the motor abilities
of the human visual system [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Our system was designed with kinematic abilities similar to the human
eye, but with different dynamics.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>The visual system design</title>
      <p>
        The first aspect to consider when designing an active vision system is the type of configuration we want
our system to have. We have implemented an active visual system based on the Fick architecture [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
similar to that presented in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] Through a visual servo structure we can force the fixation point on static
or moving objects by using a vision system with Fick architecture [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] of 4 DoF for camera motion. After
the fixation point is reached we estimate its 3D location using extra-retinal signals [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], which come
from the rotational encoders that are used to calibrate and modify the binocular disparity [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In Figure
1 we illustrate the final physical assembly of our active visual system. We highlight that the similarity of
our artificial visual system with that of a human, far from being anthropomorphic, is more in terms of its
qualities of being active, its geometry and functionality.
      </p>
    </sec>
    <sec id="sec-4">
      <title>The visual attention algorithm</title>
      <p>We have considered the distinct methods and ideas mentioned in Section 2 to develop our visual attention
algorithm. The algorithm allows us to select regions of interest over which we forced the fixations of
a vision mechanism. We then create saliency maps with characteristics that are highlighted within the
scene. The amount of maps that can be extracted in an image is huge, so we just use some of them to
avoid high latencies that can harm the performance of our system.</p>
      <p>
        In order to select an object of interest within the image scene we have developed a typical bottom-up
visual attention model based on the Itti’s model [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] (see Figure 2), with the only difference that we use
foveated images. We associate a degree of preference or weight to each of the extracted characteristics
(saliency maps) such as movement, color, distance to the center of the fovea, etc. These weights can
be modulated as a function of the task to be carried. For example, if the task consists in following a
red object, we give more weight to visual cues of color and movement and inhibit the characteristic of
contrast, depth, illumination, etc. Once a point of interest is selected over any of the two images obtained
from our active stereo system, we need to solve the correspondence problem. With this information we
can calculate the desired position to force the fixation point over the point of interest. A Kalman filter
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] is used for the case of tracking, this filter predicts the future position of the tracking object based on
previous observations and the model of the object is used to recognize the object in the other image.
4.1
      </p>
      <sec id="sec-4-1">
        <title>Visual abilities</title>
        <p>
          Our active stereo system is capable of fovealizing points of interest or previously known objects within
the scene by using a conventional CCD and an exponential retinotopic mapping (explained in Section
4.2) to resample the images. Working with foveated images improves significantly the time of extracting
information from the images. However, its variable resolution makes eye movements necessary to drag
the projection of the object to the fovea at each retina (camera). One of the key characteristics of active
vision is its real-time requirement. Having cameras able to move allows searching for new strategies
to decrease the response time. This is the main motivation of working with foveated images. One of
the objectives of a system with foveated vision is to achieve a good combination between a big aperture
angle of the camera with a significant decrease in the number of pixels, reaching the maximum resolution
over the regions of interest (fovea) [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
4.2
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>Retinotopic mapping</title>
        <p>
          At a biological level, the term retinotopic means that near points to the scene that are projected into
the retina are mapped near the striated cortex, i.e., the retinal topography is respected. Although it
is presumed that in primates the retinotopic mapping is polar-logarithmic [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], we have defined our
retinotopic mapping as an inverse Cartesian mapping. It is an inverse mapping because we make it
exponential from the memory to the image space using the following equation:
        </p>
        <p>X = x + sgn(x)bKjxjc
1;
(1)
where bwc is the floor function of w; w 2 R; X is a vector that represents the coordinates of a pixel (U;V )
in the original image, x corresponds to the coordinates of the pixel in the compressed image (u; v), where
fX ; x 2 Z2g; and K &gt; 1 2 R is a constant. In this way, a pixel (u; v) given in the compressed image takes
the corresponding value of the pixel (U;V ) obtained from Equation 1, as follows:
[U;V ] = [u + bK1jujc
1; v + bK2jvjc</p>
        <p>Equation 1 describes an infinite family of functions to resample the image. The exponential
component establishes how the resolution diminishes according to the pixel distance to the fovea. Therefore,
we need to define K carefully so the image is resampled including the borders and the aperture angle of
the camera is preserved without going beyond the limits of the image.</p>
        <p>A good way to define constant K in a general form is:</p>
        <p>Kx = (Sx=2 sx=2 + 1)sx=2; Ky = (Sy=2 sy=2 + 1)sy=2:
Where Sn and sn (see Figure 3) represent the size of the positive and negative axis of the original and
compressed images when the origin is displaced to pixel (X1;Y1). Equation 3 is used to design a mapping
that decreases the area of the images coming from the camera to a quarter of the total size, i.e., from
480 640 to 240 320, with the origin (fovea) in the center of the image. In this way, we obtain
Kx = 161(1=160) and Ky = 121(1=120) . The complexity of this algorithm can be inferred from Equation 1,
which selects the pixels from the buffer with which a new image is formed to be processed. Although
this image is smaller, it preserves the same aperture angle of the original image. This allows us to have
an effect as shown Figure 3b, by reducing the image while keeping the retinotopic property of the sensor.
(2)
(3)
(a) (b)
Figure 3: (a) Original image, (b) the compressed image. Note in (b) how objects near the fovea keep
their original size while far objects decrease in size and resolution.
4.2.1</p>
        <sec id="sec-4-2-1">
          <title>Segmentation using visual attention</title>
          <p>The ability of the human brain to process images is far superior to any computational algorithm created.
For example, it is excellent extracting the color of an object even with the presence of external variables,
such as illumination. When we segment objects many different cues or characteristics are extracted.
Color is one of the most relevant and commonly used to segment objects. The color of an object not
only depends on the chemical composition of its surface, but also on the conditions of environment:
illumination, intensity, number and color of the illumination sources, location and shape of the object,
the intrinsic and extrinsic of the sensors, etc. Based on this knowledge we have developed a simple
but fast algorithm that keeps the color constancy of objects. The procedure consists on changing the
RGB format of each color pixel (of the fovealized image) to its quaternion representation assuming
linearity in the reception of the luminous spectrum of the accopled device of the camera charge upon
4.2.2</p>
        </sec>
        <sec id="sec-4-2-2">
          <title>Obtaining the color histogram</title>
          <p>By using Equation 5, which implies that (x + y + z) = 1, we can project the color on one plane (RGB
triangle) and form histograms like the one shown in Figure 5. To obtain these histograms, the first step is
to locate each color in the plane, there exists infinite ways to do this. In Figure 5, it can be observed that
the red color is located in coordinates (255; 0), the blue in (0; 255) and the green color in (383; 383). The
easiest way is to put the blue in the origin, the red in (0; 255) and the green color in (255; 128). This way
a pixel’s RGB components are located in the coordinate plane (x; y) = (g; b + g=2). The following step
is to define the desired resolution in the RGB triangle. The parameter we choose to restrict the resolution
illumination changes. This representation helps in the segmentation because the direction of the color
vector xi + yj + zk is less sensitive to illumination changes, thus facilitating the segmentation using color
thresholding. The quaternion representation is defined as:</p>
          <p>w = xi + yj + zk;
where w is the intensity of the pixel, and can be defined with the color components on the RGB triangle:
w =
pR2 + G2 + B2
p3
; x =</p>
          <p>R
R + G + B
; y =</p>
          <p>G
R + G + B
; z =</p>
          <p>B
R + G + B
;
where R,G,B, correspond to the red, green and blue components, respectively. Therefore, we say that a
pixel Pu;v = wu;v + xu;vi + yu;vj + zu;vk, where u and v are the pixel coordinates within the image, will be
of a color of interest if its vector of directions v = (x; y; z) is additive inverse of the color being searched
P = 0 + xi + yj + zk, i.e.:
(Ph;k</p>
          <p>P) ' wu;v + 0i + 0j + 0k:</p>
          <p>The result of converting an image to its representation in quaternions is a format not well understood
by the computer as an image, but it can be seen if we decompose it in two: the magnitud w and the
direction (xi + y j + zk) as it can be observed in Figure 4. It can be noted that the quaternion representation
makes the colors less sensible to variations in illumination. Note that same color objects but with different
illumination in the left image are seen practically identical in the right image. Although this does not
solve completely the problem, it will facilitate in great measure the search of the object of interest. In
other words, what we do is to classify colors by grouping colinear vectors in just one vector.
(4)
(5)
(6)
is the number of transitions (n) between two primary colors. The last step is to count how many pixels
fall in each of these slots and make a graph.
4.2.3</p>
        </sec>
        <sec id="sec-4-2-3">
          <title>Searching for the object of interest</title>
          <p>The search of the object of interest is based on the local extracted characteristics by the visual attention
algorithm. The algorithm first selects the point of interest within the scene and then extracts some
characteristics of that area, such as its histogram, the contrast map and the rate of change (explained in
the next Section). We describe here the algorithm used to extract geometric characteristics of an object.
As an start we assume that the object has a characteristic or set of characteristics C, as color, intensity,
texture, etc. The algorithm begins by sweeping the images from top to bottom in search of C. At the
moment in which this characteristic is found in a pixel Pu;v, it starts surrounding the pixel by searching
all 8-connected neighboring pixels in clockwise direction in order to obtain its silhouette.</p>
          <p>(a) (b) (c)
Figure 6: Experimental results of the polar searching of objects. (a) shows the area of the pixels to
search; (b) presents in black the pixels that has characteristic C; and (c) shows the objects found “of
relevant size” for which their silhouette was extracted.</p>
          <p>In this way, we can obtain the contour of a set of pixels with a common characteristic in a fast way
and without using derivative-based operators that do not guarantee a closed curve and require slim filters
that are sensible to the borders that the object may have inside. Once the silouhoutte of the object is
obtained in a vector form, we can extract useful information to achieve the recognition of an object
model previously saved in memory, such as the area (moment of order zero), perimeter, shape (compact
or regularity factor), centroid, etc. If we look for an object that has been found in previous frames, it is
not necessary to search the whole image. If we know the sampling rate of the camera and the maximum
velocity of the motors, we can generate a search radius from the last position where the object was seen.
In our case, we make the search in a spiral form increasing the radius r by two pixels each 2P radians.
The angular increment is given by r p1 + 0:01.</p>
          <p>Continuing with the example of Figure 4, we show now experimental results of the search algorithm
described above in Figure 6. In this case the characteristic C to search is the red color. It can be observed
that the algorithm is robust enough to detect in a predefined search zone the objects that contain the
characteristic to search.
5</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Saliency map</title>
      <p>
        On of the most successful models in computational visual attention was proposed by Koch and Ullman
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], who based their model in a certain type of topographical map, totally compatible with previous
presented approaches. They associated a saliency measure, based on the extraction of visual cues to each
region of the image forming with all of them a bi-dimensional attention map known as saliency map. To
build a saliency map we need to integrate the information extracted from multiple visual cues, such as:
color, geometry, optical flow, intensity, etc., known as pre-attentive [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], with which we calculate the maps
with relevant characteristics, as the contrast in color and intensity, motion, color histograms, geometry,
etc. Then, all these characteristics are weighted depending on the task to solve and combined to form the
saliency map, then the winner-take-all algorithm is used to select the most relevant region in the map. In
the following sections we describe the algorithm to obtain the saliency map.
5.1
      </p>
      <sec id="sec-5-1">
        <title>Contrast and color maps</title>
        <p>As users we can define a priority or degree of interest for the different colors based on the task. We also
want our robot to have a certain degree of preference for some color or set of colors. Therefore, we set a
weight different to zero to this map only when there is a search task.</p>
        <p>Contrast is defined as the difference in color and intensity between a region and its surroundings. We
can literally use this definition to generate the contrast map, which can be thought as a 3D filter, either
a high-pass filter or magnitude of the gradient. The contrast map, Mc, is the result of the convolution
in the space domain for the image I 2 R3 in its quaternion representation with the filter F 2 R2 : [Mc =
I F; 2 R2], where the value of each pixel of Mc is obtained by using the discrete convolution (Equation
7), using a filter of (n m 4) as follows:</p>
        <p>n m 4
Mc(x; y) = å å å I(i; j; k) f (i; j):
i=1 j=1 k=1
(7)</p>
        <p>In Figure 7, the colors that seem to highlight more are marked in the RGB triangle with a white cross,
these are however, the ones that are far away from the background color in the triangle (indicated with
a circle surrounding the white cross). Figure 8 shows the contrast map implemented with a magnitude
of the gradient filter. In the three cases the circles that highlight the most are the ones indicated with
the white cross, and the ones that highlight least are those near the background color, marked with black
cross. What we can infer from the saliency of the contrast can be in function of the absolute difference
between pixel and its neighbors, either vectorial for colors or scalar for intensities. This is the reason we
use a magnitude of the gradient filter, besides of being faster than a high-pass filter.</p>
        <p>We now show the contrast maps of a scene full of high contrasts in Figure 9, where the regions of
maximum contrast are in red.
5.2</p>
      </sec>
      <sec id="sec-5-2">
        <title>Motion map</title>
        <p>
          The individual motion of pixels in an image is known as optical flow and is measured when corresponding
pixels are found in two consequent frames. On one hand, the measurement of the optical flow can be
highly complex due to the similarity between pixels, and with current hardware technology, is almost
impossible to implement this algorithm on a real-time system. On the other hand, the main attentional
map is the motion map as is related with the most important task of the system: tracking moving objects.
An easy way to obtain a motion map without solving the correspondence problem is by using a motion
filter of absolute rate [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. This filter consists on subtracting two images (I) taken at different instants of
time (t;t 1) and observing the regions for which the squared difference is maximized. The absolute
rate of motion is given by Mt = It It 1. The result can be seen in Figure 10. Mt can operate as a motion
map, however when convoluting a mean filter on Mt , we obtain a more precise reading of the region with
the greatest motion.
        </p>
        <p>Obtaining this map could be complicated when the vision system is active, as the motion of the
camera generates a visual flow in the whole image, for this reason the use of this map will be done
exclusively at the end of each saccadic motion, when the motion of the cameras is practically null.
5.3</p>
      </sec>
      <sec id="sec-5-3">
        <title>Inhibition of return</title>
        <p>Inhibition of return is one of the most important components in the visual attention process as it retains
in memory the regions that were already attended, to incentive the recollection of information in regions
that have not been attended. This inhibitory effects does not depend on visual cues but on their spatial
locations, for which we store the position of fixation points and induce an artificial potential field built
in the robot’s workspace, so the inhibition map is the projection of the sum of the potential fields on the
image. We define the potential field on a point as:</p>
        <p>U (q ) = 1
ån e sqi22 ;
i=1
where q is the angle between vectors A and B, s is the constant used to restrict the dilatation of the
potential field so that does not exceed a solid angle greater than that occupied by the fovea. And, in order
to project the effect of the potential field to an inhibition of return map (IoR), we use the coordinates
(u; v) of vector B: IoR(u; v) = U (q ).
(8)
(d) (e) (f)
Figure 11: Saliency map based on the red sphere. (a-b) are the original and foveated images, respectively;
(c-d) quaternion representation of (b); (e) histogram map slightly rotated on the horizontal axis; (f) the
same map inclined and rotated on the Z axis.
5.4</p>
      </sec>
      <sec id="sec-5-4">
        <title>Map integration</title>
        <p>Under this computational model, visual attention is seen as a cost function that varies over time. Each
visual characteristic constitutes a variable that, depending on its manipulation, can make fluctuate the
attentional focus of the system giving an appearance of an animal or human behavior before an unknown
scene. The integration of all maps is the more difficult and challenging part of the whole design. In our
system we assign the preferences (weights) to each map according to the priority of each of the tasks.</p>
        <p>We show in Figure 11 an experimental result of the saliency map obtained after integrating all the
maps described above. In the sequence of images we show a scene where the object of interest is the red
sphere. It can be seen that the sphere gets far from the fovea (located first at the center of the image) and
therefore we used an attention map based on the color of the sphere to find it. Despite that there exist
more red objects in the scene, the histogram resolution is good enough to broadly distinguish the sphere
over the other objects. Even though this map is enough for this case, there will be other cases in which
there exist very similar objects and the difference is not so well marked. Those cases can be solved using
information about the motion of the cameras in order to see the regions of interest in high resolution,
obtain fine details and facilitate segmentation.
6</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusions and Future Work</title>
      <p>We have presented a visual attention algorithm that combines existing approaches for segmenting moving
objects in real time. First, the proposed image compression technique (foveated vision) with multiple
resolution allows us to process images four to seven times faster and accomplish the objective of scanning
the complete field of view without having to use special cameras. Second, the use of a quaternion
representation of the RGB space together with the color histograms allow us to identify objects in a
robust manner before illumination changes; so, we can use the same algorithm during the day with
ambient illumination and during the night with artificial light. One clear disadvantage, however, about
using color is the increase in the processing time. This forces us to select carefully the maps to be
integrated and reduce its number to three. We hope in the near future to improve the latencies of the
processing algorithms to include other maps, such as depth maps to direct the sight to areas where no
measure of depth has been done.
6.1</p>
      <sec id="sec-6-1">
        <title>Acknowledgments</title>
        <p>The authors thank the National Council of Science and Technology (CONACyT) for funding this project.</p>
      </sec>
    </sec>
  </body>
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