IDENTIFICAÇÃO DE OBJETOS DO FUTEBOL DE ROBÔS UTILIZANDO ALGORITMO DE DESCRIÇÃO DE PONTOS CHAVE

This work proposes a method implemented in computer vision part required to build a robot soccer, which provides the position and orientation of the ball and robots, using an algorithm description of keypoint. SIFT algorithm was chosen because it provided better results than other similar algori...

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Main Authors: Ricardo da Silva Barros, Francisco Assis da Silva, Mário Augusto Pazoti, Danillo Roberto Pereira, Leandro Luiz de Almeida, Almir Olivette Artero
Format: Article
Language:Portuguese
Published: Universidade do Oeste Paulista 2015-06-01
Series:Colloquium Exactarum
Subjects:
GPU
Online Access:http://revistas.unoeste.br/revistas/ojs/index.php/ce/article/view/1427/1463
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spelling doaj-6848230c5da240579f8ccba00a775aff2020-11-25T02:58:34ZporUniversidade do Oeste PaulistaColloquium Exactarum2178-83322015-06-01070210111810.5747/ce.2015.v07.n2.e119IDENTIFICAÇÃO DE OBJETOS DO FUTEBOL DE ROBÔS UTILIZANDO ALGORITMO DE DESCRIÇÃO DE PONTOS CHAVERicardo da Silva Barros0Francisco Assis da Silva1Mário Augusto Pazoti2Danillo Roberto Pereira3Leandro Luiz de Almeida4Almir Olivette Artero5Universidade do Oeste PaulistaUniversidade do Oeste PaulistaUniversidade do Oeste PaulistaUniversidade do Oeste PaulistaUniversidade do Oeste PaulistaUniversidade Estadual PaulistaThis work proposes a method implemented in computer vision part required to build a robot soccer, which provides the position and orientation of the ball and robots, using an algorithm description of keypoint. SIFT algorithm was chosen because it provided better results than other similar algorithms. To achieve adequate time for processing to robot soccer, we used the video card processor (GPU) with the algorithm, making obtaining location information and orientation closer to the real-time. The view is just one of the parts that make up the construction of a robot soccer. Object classes were defined and shaped in the C ++ programming language to the minimum necessary tasks of this part of view, in order to facilitate and to allow the development of other parts (mechanical construction, robots control and game strategy) to be a full robot football.http://revistas.unoeste.br/revistas/ojs/index.php/ce/article/view/1427/1463Keypoint DescriptorsRobot SoccerComputer VisionSIFTGPU
collection DOAJ
language Portuguese
format Article
sources DOAJ
author Ricardo da Silva Barros
Francisco Assis da Silva
Mário Augusto Pazoti
Danillo Roberto Pereira
Leandro Luiz de Almeida
Almir Olivette Artero
spellingShingle Ricardo da Silva Barros
Francisco Assis da Silva
Mário Augusto Pazoti
Danillo Roberto Pereira
Leandro Luiz de Almeida
Almir Olivette Artero
IDENTIFICAÇÃO DE OBJETOS DO FUTEBOL DE ROBÔS UTILIZANDO ALGORITMO DE DESCRIÇÃO DE PONTOS CHAVE
Colloquium Exactarum
Keypoint Descriptors
Robot Soccer
Computer Vision
SIFT
GPU
author_facet Ricardo da Silva Barros
Francisco Assis da Silva
Mário Augusto Pazoti
Danillo Roberto Pereira
Leandro Luiz de Almeida
Almir Olivette Artero
author_sort Ricardo da Silva Barros
title IDENTIFICAÇÃO DE OBJETOS DO FUTEBOL DE ROBÔS UTILIZANDO ALGORITMO DE DESCRIÇÃO DE PONTOS CHAVE
title_short IDENTIFICAÇÃO DE OBJETOS DO FUTEBOL DE ROBÔS UTILIZANDO ALGORITMO DE DESCRIÇÃO DE PONTOS CHAVE
title_full IDENTIFICAÇÃO DE OBJETOS DO FUTEBOL DE ROBÔS UTILIZANDO ALGORITMO DE DESCRIÇÃO DE PONTOS CHAVE
title_fullStr IDENTIFICAÇÃO DE OBJETOS DO FUTEBOL DE ROBÔS UTILIZANDO ALGORITMO DE DESCRIÇÃO DE PONTOS CHAVE
title_full_unstemmed IDENTIFICAÇÃO DE OBJETOS DO FUTEBOL DE ROBÔS UTILIZANDO ALGORITMO DE DESCRIÇÃO DE PONTOS CHAVE
title_sort identificação de objetos do futebol de robôs utilizando algoritmo de descrição de pontos chave
publisher Universidade do Oeste Paulista
series Colloquium Exactarum
issn 2178-8332
publishDate 2015-06-01
description This work proposes a method implemented in computer vision part required to build a robot soccer, which provides the position and orientation of the ball and robots, using an algorithm description of keypoint. SIFT algorithm was chosen because it provided better results than other similar algorithms. To achieve adequate time for processing to robot soccer, we used the video card processor (GPU) with the algorithm, making obtaining location information and orientation closer to the real-time. The view is just one of the parts that make up the construction of a robot soccer. Object classes were defined and shaped in the C ++ programming language to the minimum necessary tasks of this part of view, in order to facilitate and to allow the development of other parts (mechanical construction, robots control and game strategy) to be a full robot football.
topic Keypoint Descriptors
Robot Soccer
Computer Vision
SIFT
GPU
url http://revistas.unoeste.br/revistas/ojs/index.php/ce/article/view/1427/1463
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