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David A. Clausi

Publications and source records attributed to David A. Clausi.

At least 19 recordsLinked to original sources

Securing Multi-Agent GIS Systems: Risk Evaluation and Prompt Hardening Optimization

Agentic systems are increasingly integrated with geographic information systems (GIS), where multi-agent coordination enables complex conversational and spatial analysis but introduces security risks. This work presents a security-oriented framework for risk identification, evaluation, and mitigation in a multi-agent GIS system while maintaining adaptability to broader agentic architectures. We test the agentic system of a commercial geospatial partner while developing a modular state-machine-based orchestration framework that abstracts agent behavior into reusable components. We evaluate robustness using a red-teaming framework with an adaptive attacker LLM and a deterministic judge that produces binary outcomes with supporting rationales across multi-turn attacks. We further improve resilience with a prompt optimization framework that treats prompts as structured signatures and injects adversarial demonstrations, enabling systematic security improvements without degrading task performance.

cs.CR

Risk-Aware LLM Agents for Geospatial Data Retrieval: Design and Preliminary Adversarial Evaluation

We present an LLM-driven framework for retrieving remote sensing data from cloud-based geospatial catalogues using natural language queries. The system converts user intent into structured API calls, enabling efficient access to satellite imagery and environmental datasets. The architecture integrates three agents: Guardrail for safety and policy enforcement, General-QA for intent interpretation, and Recommender-Analyst for schema-aware API call generation. This coordinated design ensures reliable, semantically aligned interaction with external data services. The modular framework is portable across platforms through API schema substitution and supports applications in environmental monitoring, disaster response, and climate analysis. It establishes a scalable interface between user intent and geospatial infrastructure, enabling streamlined and automated Earth observation workflows. Preliminary experiments under adversarial multi-turn settings show that prompt-level safety instructions improve robustness, although rare high-impact failures persist in API manipulation scenarios and highlight the need for adaptive, system-level defenses that balance safety, usability, and cost efficiency, which motivates the use of our intercept-level Guardrail agent.

cs.AI

Rapid Forest Fuel Load Estimation via Virtual Remote Sensing and Metric-Scale Feed-Forward 3D Reconstruction

Accurate quantification of forest coverage and combustible biomass (fuel load) is critical for wildfire risk assessment and ecosystem management. However, traditional methods relying on airborne LiDAR or field surveys are cost-prohibitive and time-intensive, while satellite imagery often lacks the vertical resolution required for canopy volume analysis. This paper proposes a novel, automated pipeline for rapid forest inventory using virtual remote sensing data derived from Google Earth Studio (GES). Our approach first generates low-altitude orbital imagery and camera poses for a target region. For dense 3D reconstruction, we employ Pi-Long, developed within the VGGT-Long framework. This model serves as a scalable extension of the Pi-3 feed-forward Transformer architecture. To address the inherent scale ambiguity in monocular reconstruction, we introduce a metric recovery module that aligns the reconstructed trajectory with GES ground truth poses via Sim(3) Umeyama optimization. The metric-scale point cloud is then orthogonally projected into Bird's-Eye-View (BEV) height and density maps. Finally, we employ a watershed-based segmentation algorithm combined with height variance analysis to classify tree species (conifer vs. broadleaf), calculate Leaf Area Index (LAI), and estimate total fuel load. Experimental results demonstrate that this pipeline offers a scalable, cost-effective alternative to physical scanning, enabling near-real-time estimation of forest biomass with high geometric consistency.

cs.CV

Real-Scale Island Area and Coastline Estimation using Only its Place Name or Coordinates

Accurate measurement of island area and coastline length is crucial for coastal zone monitoring and oceanographic analysis. However, traditional measurement and mapping methods usually rely heavily on orthophotos, expensive airborne depth sensors, or dense ground control points, which face serious limitations of high labor costs, time-consuming efforts, and low operational efficiency in vast and inaccessible open sea environments. To overcome these challenges and break away from the reliance on manual field exploration, this paper proposes a geometrically consistent, real-scale island measurement framework based on pure monocular vision. This project significantly reduces the mapping cost through a fully automated process and achieves high-efficiency measurement without prior GIS data. In our system pipeline, only the geographical coordinates or names of the target area need to be input to obtain a low-altitude surrounding image sequence. After obtaining the point clouds, a lightweight trajectory alignment algorithm (Umeyama) is used to restore the global physical scale, and the scaled model is orthorectified, enabling high-precision area and perimeter extraction directly on the 2D rasterized plane. We have fully verified this pipeline on four islands with different terrain features (covering natural landform islands and islands with complex artificial facilities). The experimental results show that the final measurement error of the system is stable at around 10\%, demonstrating excellent accuracy and robustness. Moreover, this framework has outstanding inference speed, requiring only 70 ms to process a single high-resolution image and generate point clouds, providing a highly practical new paradigm for large-scale marine and coastline

cs.CV

KitchenTwin: Semantically and Geometrically Grounded 3D Kitchen Digital Twins

Embodied AI training and evaluation require object-centric digital twin environments with accurate metric geometry and semantic grounding. Recent transformer-based feedforward reconstruction methods can efficiently predict global point clouds from sparse monocular videos, yet these geometries suffer from inherent scale ambiguity and inconsistent coordinate conventions. This mismatch prevents the reliable fusion of these dimensionless point cloud predictions with locally reconstructed object meshes. We propose a novel scale-aware 3D fusion framework that registers visually grounded object meshes with transformer-predicted global point clouds to construct metrically consistent digital twins. Our method introduces a Vision-Language Model (VLM)-guided geometric anchor mechanism that resolves this fundamental coordinate mismatch by recovering an accurate real-world metric scale. To fuse these networks, we propose a geometry-aware registration pipeline that explicitly enforces physical plausibility through gravity-aligned vertical estimation, Manhattan-world structural constraints, and collision-free local refinement. Experiments on real indoor kitchen environments demonstrate improved cross-network object alignment and geometric consistency for downstream tasks, including multi-primitive fitting and metric measurement. We additionally introduce an open-source indoor digital twin dataset with metrically scaled scenes and semantically grounded and registered object-centric mesh annotations.

cs.CV

Multi Player Tracking in Ice Hockey with Homographic Projections

Multi Object Tracking (MOT) in ice hockey pursues the combined task of localizing and associating players across a given sequence to maintain their identities. Tracking players from monocular broadcast feeds is an important computer vision problem offering various downstream analytics and enhanced viewership experience. However, existing trackers encounter significant difficulties in dealing with occlusions, blurs, and agile player movements prevalent in telecast feeds. In this work, we propose a novel tracking approach by formulating MOT as a bipartite graph matching problem infused with homography. We disentangle the positional representations of occluded and overlapping players in broadcast view, by mapping their foot keypoints to an overhead rink template, and encode these projected positions into the graph network. This ensures reliable spatial context for consistent player tracking and unfragmented tracklet prediction. Our results show considerable improvements in both the IDsw and IDF1 metrics on the two available broadcast ice hockey datasets.

cs.CV

Region-level labels in ice charts can produce pixel-level segmentation for Sea Ice types

Fully supervised deep learning approaches have demonstrated impressive accuracy in sea ice classification, but their dependence on high-resolution labels presents a significant challenge due to the difficulty of obtaining such data. In response, our weakly supervised learning method provides a compelling alternative by utilizing lower-resolution regional labels from expert-annotated ice charts. This approach achieves exceptional pixel-level classification performance by introducing regional loss representations during training to measure the disparity between predicted and ice chart-derived sea ice type distributions. Leveraging the AI4Arctic Sea Ice Challenge Dataset, our method outperforms the fully supervised U-Net benchmark, the top solution of the AutoIce challenge, in both mapping resolution and class-wise accuracy, marking a significant advancement in automated operational sea ice mapping.

cs.CV

Rink-Agnostic Hockey Rink Registration

Hockey rink registration is a useful tool for aiding and automating sports analysis. When combined with player tracking, it can provide location information of players on the rink by estimating a homography matrix that can warp broadcast video frames onto an overhead template of the rink, or vice versa. However, most existing techniques require accurate ground truth information, which can take many hours to annotate, and only work on the trained rink types. In this paper, we propose a generalized rink registration pipeline that, once trained, can be applied to both seen and unseen rink types with only an overhead rink template and the video frame as inputs. Our pipeline uses domain adaptation techniques, semi-supervised learning, and synthetic data during training to achieve this ability and overcome the lack of non-NHL training data. The proposed method is evaluated on both NHL (source) and non-NHL (target) rink data and the results demonstrate that our approach can generalize to non-NHL rinks, while maintaining competitive performance on NHL rinks.

cs.CV

Understanding the Effects of Second-Order Approximations in Natural Policy Gradient Reinforcement Learning

Natural policy gradient methods are popular reinforcement learning methods that improve the stability of policy gradient methods by utilizing second-order approximations to precondition the gradient with the inverse of the Fisher-information matrix. However, to the best of the authors' knowledge, there has not been a study that has investigated the effects of different second-order approximations in a comprehensive and systematic manner. To address this, five different second-order approximations were studied and compared across multiple key metrics including performance, stability, sample efficiency, and computation time. Furthermore, hyperparameters which aren't typically acknowledged in the literature are studied including the effect of different batch sizes and optimizing the critic network with the natural gradient. Experimental results show that on average, improved second-order approximations achieve the best performance and that using properly tuned hyperparameters can lead to large improvements in performance and sample efficiency ranging up to +181%. We also make the code in this study available at https://github.com/gebob19/natural-policy-gradient-reinforcement-learning.

cs.LG

Evaluating deep tracking models for player tracking in broadcast ice hockey video

Tracking and identifying players is an important problem in computer vision based ice hockey analytics. Player tracking is a challenging problem since the motion of players in hockey is fast-paced and non-linear. There is also significant player-player and player-board occlusion, camera panning and zooming in hockey broadcast video. Prior published research perform player tracking with the help of handcrafted features for player detection and re-identification. Although commercial solutions for hockey player tracking exist, to the best of our knowledge, no network architectures used, training data or performance metrics are publicly reported. There is currently no published work for hockey player tracking making use of the recent advancements in deep learning while also reporting the current accuracy metrics used in literature. Therefore, in this paper, we compare and contrast several state-of-the-art tracking algorithms and analyze their performance and failure modes in ice hockey.

cs.CV

Ice hockey player identification via transformers and weakly supervised learning

Identifying players in video is a foundational step in computer vision-based sports analytics. Obtaining player identities is essential for analyzing the game and is used in downstream tasks such as game event recognition. Transformers are the existing standard in Natural Language Processing (NLP) and are swiftly gaining traction in computer vision. Motivated by the increasing success of transformers in computer vision, in this paper, we introduce a transformer network for recognizing players through their jersey numbers in broadcast National Hockey League (NHL) videos. The transformer takes temporal sequences of player frames (also called player tracklets) as input and outputs the probabilities of jersey numbers present in the frames. The proposed network performs better than the previous benchmark on the dataset used. We implement a weakly-supervised training approach by generating approximate frame-level labels for jersey number presence and use the frame-level labels for faster training. We also utilize player shifts available in the NHL play-by-play data by reading the game time using optical character recognition (OCR) to get the players on the ice rink at a certain game time. Using player shifts improved the player identification accuracy by 6%.

cs.CV

M2A: Motion Aware Attention for Accurate Video Action Recognition

Advancements in attention mechanisms have led to significant performance improvements in a variety of areas in machine learning due to its ability to enable the dynamic modeling of temporal sequences. A particular area in computer vision that is likely to benefit greatly from the incorporation of attention mechanisms in video action recognition. However, much of the current research's focus on attention mechanisms have been on spatial and temporal attention, which are unable to take advantage of the inherent motion found in videos. Motivated by this, we develop a new attention mechanism called Motion Aware Attention (M2A) that explicitly incorporates motion characteristics. More specifically, M2A extracts motion information between consecutive frames and utilizes attention to focus on the motion patterns found across frames to accurately recognize actions in videos. The proposed M2A mechanism is simple to implement and can be easily incorporated into any neural network backbone architecture. We show that incorporating motion mechanisms with attention mechanisms using the proposed M2A mechanism can lead to a +15% to +26% improvement in top-1 accuracy across different backbone architectures, with only a small increase in computational complexity. We further compared the performance of M2A with other state-of-the-art motion and attention mechanisms on the Something-Something V1 video action recognition benchmark. Experimental results showed that M2A can lead to further improvements when combined with other temporal mechanisms and that it outperforms other motion-only or attention-only mechanisms by as much as +60% in top-1 accuracy for specific classes in the benchmark.

cs.CV

Player Tracking and Identification in Ice Hockey

Tracking and identifying players is a fundamental step in computer vision-based ice hockey analytics. The data generated by tracking is used in many other downstream tasks, such as game event detection and game strategy analysis. Player tracking and identification is a challenging problem since the motion of players in hockey is fast-paced and non-linear when compared to pedestrians. There is also significant camera panning and zooming in hockey broadcast video. Identifying players in ice hockey is challenging since the players of the same team look almost identical, with the jersey number the only discriminating factor between players. In this paper, an automated system to track and identify players in broadcast NHL hockey videos is introduced. The system is composed of three components (1) Player tracking, (2) Team identification and (3) Player identification. Due to the absence of publicly available datasets, the datasets used to train the three components are annotated manually. Player tracking is performed with the help of a state of the art tracking algorithm obtaining a Multi-Object Tracking Accuracy (MOTA) score of 94.5%. For team identification, the away-team jerseys are grouped into a single class and home-team jerseys are grouped in classes according to their jersey color. A convolutional neural network is then trained on the team identification dataset. The team identification network gets an accuracy of 97% on the test set. A novel player identification model is introduced that utilizes a temporal one-dimensional convolutional network to identify players from player bounding box sequences. The player identification model further takes advantage of the available NHL game roster data to obtain a player identification accuracy of 83%.

cs.CV

Multi-task learning for jersey number recognition in Ice Hockey

Identifying players in sports videos by recognizing their jersey numbers is a challenging task in computer vision. We have designed and implemented a multi-task learning network for jersey number recognition. In order to train a network to recognize jersey numbers, two output label representations are used (1) Holistic - considers the entire jersey number as one class, and (2) Digit-wise - considers the two digits in a jersey number as two separate classes. The proposed network learns both holistic and digit-wise representations through a multi-task loss function. We determine the optimal weights to be assigned to holistic and digit-wise losses through an ablation study. Experimental results demonstrate that the proposed multi-task learning network performs better than the constituent holistic and digit-wise single-task learning networks.

cs.CV

Sentinel-1 Additive Noise Removal from Cross-Polarization Extra-Wide TOPSAR with Dynamic Least-Squares

Sentinel-1 is a synthetic aperture radar (SAR) platform with an operational mode called extra wide (EW) that offers large regions of ocean areas to be observed. A major issue with EW images is that the cross-polarized HV and VH channels have prominent additive noise patterns relative to low backscatter intensity, which disrupts tasks that require manual or automated interpretation. The European Space Agency (ESA) provides a method for removing the additive noise pattern by means of lookup tables, but applying them directly produces unsatisfactory results because characteristics of the noise still remain. Furthermore, evidence suggests that the magnitude of the additive noise dynamically depends on factors that are not considered by the ESA estimated noise field. To address these issues we propose a quadratic objective function to model the mis-scale of the provided noise field on an image. We consider a linear denoising model that re-scales the noise field for each subswath, whose parameters are found from a least-squares solution over the objective function. This method greatly reduces the presence of additive noise while not requiring a set of training images, is robust to heterogeneity in images, dynamically estimates parameters for each image, and finds parameters using a closed-form solution. Two experiments were performed to validate the proposed method. The first experiment simulated noise removal on a set of RADARSAT-2 images with noise fields artificially imposed on them. The second experiment conducted noise removal on a set of Sentinel-1 images taken over the five oceans. Afterwards, quality of the noise removal was evaluated based on the appearance of open-water. The two experiments indicate that the proposed method marks an improvement both visually and through numerical measures.

eess.IV

Puck localization and multi-task event recognition in broadcast hockey videos

Puck localization is an important problem in ice hockey video analytics useful for analyzing the game, determining play location, and assessing puck possession. The problem is challenging due to the small size of the puck, excessive motion blur due to high puck velocity and occlusions due to players and boards. In this paper, we introduce and implement a network for puck localization in broadcast hockey video. The network leverages expert NHL play-by-play annotations and uses temporal context to locate the puck. Player locations are incorporated into the network through an attention mechanism by encoding player positions with a Gaussian-based spatial heatmap drawn at player positions. Since event occurrence on the rink and puck location are related, we also perform event recognition by augmenting the puck localization network with an event recognition head and training the network through multi-task learning. Experimental results demonstrate that the network is able to localize the puck with an AUC of $73.1 \%$ on the test set. The puck location can be inferred in 720p broadcast videos at $5$ frames per second. It is also demonstrated that multi-task learning with puck location improves event recognition accuracy.

cs.CV

Localization of Ice-Rink for Broadcast Hockey Videos

In this work, an automatic and simple framework for hockey ice-rink localization from broadcast videos is introduced. First, video is broken into video-shots by a hierarchical partitioning of the video frames, and thresholding based on their histograms. To localize the frames on the ice-rink model, a ResNet18-based regressor is implemented and trained, which regresses to four control points on the model in a frame-by-frame fashion. This leads to the projection jittering problem in the video. To overcome this, in the inference phase, the trajectory of the control points on the ice-rink model are smoothed, for all the consecutive frames of a given video-shot, by convolving a Hann window with the achieved coordinates. Finally, the smoothed homography matrix is computed by using the direct linear transform on the four pairs of corresponding points. A hockey dataset for training and testing the regressor is gathered. The results show success of this simple and comprehensive procedure for localizing the hockey ice-rink and addressing the problem of jittering without affecting the accuracy of homography estimation.

cs.CV

PuckNet: Estimating hockey puck location from broadcast video

Puck location in ice hockey is essential for hockey analysts for determining the location of play and analyzing game events. However, because of the difficulty involved in obtaining accurate annotations due to the extremely low visibility and commonly occurring occlusions of the puck, the problem is very challenging. The problem becomes even more challenging in broadcast videos with changing camera angles. We introduce a novel methodology for determining puck location from approximate puck location annotations in broadcast video. Our method uniquely leverages the existing puck location information that is publicly available in existing hockey event data and uses the corresponding one-second broadcast video clips as input to the network. The rationale behind using video as input instead of static images is that with video, the temporal information can be utilized to handle puck occlusions. The network outputs a heatmap representing the probability of the puck location using a 3D CNN based architecture. The network is able to regress the puck location from broadcast hockey video clips with varying camera angles. Experimental results demonstrate the capability of the method, achieving 47.07% AUC on the test dataset. The network is also able to estimate the puck location in defensive/offensive zones with an accuracy of greater than 80%.

cs.CV