Abstract

A technique to guide landmark matching known as hopping dynamic programming is described. The location of the model in the scene is estimated with a least-squares fit. A heuristic measure is then computed to decide if the model is in the scene. The shape features of an object are the landmarks associated with the object. The landmarks of an object are defined as the points of interest of the object that have important shape attributes. Examples of landmarks are corners, holes, protrusions, and high-curvature points. >

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