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Amey Thakur

Publications and source records attributed to Amey Thakur.

5 recordsLinked to original sources

Frame-Synchronous Hand Gesture Detection by Projected Winding Order

Gesture recognition on video is normally posed as classification: label each frame, then act on the label. That is adequate for control, where a command may be obeyed several frames late without a user noticing, and inadequate for synchronisation, where an output must be aligned to the frame on which the gesture physically occurred. We take the synchronisation problem for one common movement, the rotation of an open hand about its long axis, and show that it admits an exact solution needing no classifier, no training data and no calibration. Let s be the normalised two-dimensional cross product of the two palm edges at the wrist and the outer knuckles, under the projection the camera already performs. We prove that s factorises as k(theta)cos(theta) with |k| > 0 everywhere, so s vanishes exactly when the palm is edge-on and its sign tracks the face presented to the camera. Detection is therefore a zero crossing of one scalar, which yields an instant rather than an interval, and we prove the criterion invariant to image mirroring, hand scale and handedness, all from its algebraic form rather than from the landmark estimator. A two-handed interaction uses four fingertips as a window onto a restyled version of the same scene. We give a coverage predicate that stays correct when the hands cross, where the usual triangulation does not, and derive each free parameter of the three stylisation operators from a noise statistic rather than by inspection. Against a corpus with exact ground truth the criterion detects 95% of flips with no false positive in 240 near-miss sequences, and places each within 6.7 ms on average of the instant it occurred, a sixth of the interval at which the hand is observed, against 23.0 ms for reporting the bracketing sample. Reporting an event more finely than one samples follows from treating a gesture as the zero of a continuous quantity rather than a label.

cs.CV

A Modular Zero-Shot Pipeline for Accident Detection, Localization, and Classification in Traffic Surveillance Video

We describe a zero-shot pipeline developed for the ACCIDENT @ CVPR 2026 challenge. The challenge requires predicting when, where, and what type of traffic accident occurs in surveillance video, without labeled real-world training data. Our method separates the problem into three independent modules. The first module localizes the collision in time by running peak detection on z-score normalized frame-difference signals. The second module finds the impact location by computing the weighted centroid of cumulative dense optical flow magnitude maps using the Farneback algorithm. The third module classifies collision type by measuring cosine similarity between CLIP image embeddings of frames near the detected peak and text embeddings built from multi-prompt natural language descriptions of each collision category. No domain-specific fine-tuning is involved; the pipeline processes each video using only pre-trained model weights. Our implementation is publicly available as a Kaggle notebook.

cs.CV

Adversarial Open Domain Adaption Framework (AODA): Sketch-to-Photo Synthesis

This paper aims to demonstrate the efficiency of the Adversarial Open Domain Adaption framework for sketch-to-photo synthesis. The unsupervised open domain adaption for generating realistic photos from a hand-drawn sketch is challenging as there is no such sketch of that class for training data. The absence of learning supervision and the huge domain gap between both the freehand drawing and picture domains make it hard. We present an approach that learns both sketch-to-photo and photo-to-sketch generation to synthesise the missing freehand drawings from pictures. Due to the domain gap between synthetic sketches and genuine ones, the generator trained on false drawings may produce unsatisfactory results when dealing with drawings of lacking classes. To address this problem, we offer a simple but effective open-domain sampling and optimization method that tricks the generator into considering false drawings as genuine. Our approach generalises the learnt sketch-to-photo and photo-to-sketch mappings from in-domain input to open-domain categories. On the Scribble and SketchyCOCO datasets, we compared our technique to the most current competing methods. For many types of open-domain drawings, our model outperforms impressive results in synthesising accurate colour, substance, and retaining the structural layout.

cs.CV

White-Box Cartoonization Using An Extended GAN Framework

In the present study, we propose to implement a new framework for estimating generative models via an adversarial process to extend an existing GAN framework and develop a white-box controllable image cartoonization, which can generate high-quality cartooned images/videos from real-world photos and videos. The learning purposes of our system are based on three distinct representations: surface representation, structure representation, and texture representation. The surface representation refers to the smooth surface of the images. The structure representation relates to the sparse colour blocks and compresses generic content. The texture representation shows the texture, curves, and features in cartoon images. Generative Adversarial Network (GAN) framework decomposes the images into different representations and learns from them to generate cartoon images. This decomposition makes the framework more controllable and flexible which allows users to make changes based on the required output. This approach overcomes any previous system in terms of maintaining clarity, colours, textures, shapes of images yet showing the characteristics of cartoon images.

cs.CV

Chat Room Using HTML, PHP, CSS, JS, AJAX

Earlier there was no mode of online communication between users. In big or small organizations communication between users posed a challenge. There was a requirement to record these communications and store the data for further evaluation. The idea is to automate the existing Simple Chat Room system and make the users utilize the software so that their valuable information is stored digitally and can be retrieved for further management purposes. There was no online method of communicating with different users. There were many different interfaces available in the market but this method of using windows sockets to communicate between nodes would be fast and reliable. The main objective of our Simple Chat Room project is to create a chat application that helps different users to communicate with each other through a server connected. This is a simple chat program with a server and can have many clients. The server needs to be started first and clients can be connected later. Simple Chat Room provides bidirectional communication between client and server. It enables users to seamlessly communicate with each other. The user can chat using this chat application. If the user at the other end is active then they can start a chat session. The chat is recorded in this application.

cs.SE