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> But turns out, a hierarchical structure can NOT correctly represent some movement patterns in the real world, like branches on a tree moving or overhead cables.

Could you expand a bit on this? Do you mean that it might miss small fast moving objects due to losing fidelity at the coarse resolutions. Or is there actually some sort of movement that the hierarchical structure can't interpret.



It might miss anything where the average structure size is smaller than the large hierarchical blocks. For most SOTA, that means 32px minimum size. So it'll also miss fences, for example, because the wires are too thin and it'll not treat it as a whole but as separate tiny objects.




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