21 research outputs found

    3D Model compression using Connectivity-Guided Adaptive Wavelet Transform built into 2D SPIHT

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    Cataloged from PDF version of article.Connectivity-Guided Adaptive Wavelet Transform based mesh compression framework is proposed. The transformation uses the connectivity information of the 3D model to exploit the inter-pixel correlations. Orthographic projection is used for converting the 3D mesh into a 2D image-like representation. The proposed conversion method does not change the connectivity among the vertices of the 3D model. There is a correlation between the pixels of the composed image due to the connectivity of the 3D mesh. The proposed wavelet transform uses an adaptive predictor that exploits the connectivity information of the 3D model. Known image compression tools cannot take advantage of the correlations between the samples. The wavelet transformed data is then encoded using a zero-tree wavelet based method. Since the encoder creates a hierarchical bitstream, the proposed technique is a progressive mesh compression technique. Experimental results show that the proposed method has a better rate distortion performance than MPEG-3DGC/MPEG-4 mesh coder. © 2009 Elsevier Inc. All rights reserved

    Grid Analysis of Radiological Data

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    IGI-Global Medical Information Science Discoveries Research Award 2009International audienceGrid technologies and infrastructures can contribute to harnessing the full power of computer-aided image analysis into clinical research and practice. Given the volume of data, the sensitivity of medical information, and the joint complexity of medical datasets and computations expected in clinical practice, the challenge is to fill the gap between the grid middleware and the requirements of clinical applications. This chapter reports on the goals, achievements and lessons learned from the AGIR (Grid Analysis of Radiological Data) project. AGIR addresses this challenge through a combined approach. On one hand, leveraging the grid middleware through core grid medical services (data management, responsiveness, compression, and workflows) targets the requirements of medical data processing applications. On the other hand, grid-enabling a panel of applications ranging from algorithmic research to clinical use cases both exploits and drives the development of the services

    State-of-the-Art and Trends in Scalable Video Compression with Wavelet Based Approaches

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    3noScalable Video Coding (SVC) differs form traditional single point approaches mainly because it allows to encode in a unique bit stream several working points corresponding to different quality, picture size and frame rate. This work describes the current state-of-the-art in SVC, focusing on wavelet based motion-compensated approaches (WSVC). It reviews individual components that have been designed to address the problem over the years and how such components are typically combined to achieve meaningful WSVC architectures. Coding schemes which mainly differ from the space-time order in which the wavelet transforms operate are here compared, discussing strengths and weaknesses of the resulting implementations. An evaluation of the achievable coding performances is provided considering the reference architectures studied and developed by ISO/MPEG in its exploration on WSVC. The paper also attempts to draw a list of major differences between wavelet based solutions and the SVC standard jointly targeted by ITU and ISO/MPEG. A major emphasis is devoted to a promising WSVC solution, named STP-tool, which presents architectural similarities with respect to the SVC standard. The paper ends drawing some evolution trends for WSVC systems and giving insights on video coding applications which could benefit by a wavelet based approach.partially_openpartially_openADAMI N; SIGNORONI. A; R. LEONARDIAdami, Nicola; Signoroni, Alberto; Leonardi, Riccard

    Compression of 4D medical image and spatial segmentation using deformable models

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    Ph.DDOCTOR OF PHILOSOPH

    Progressively communicating rich telemetry from autonomous underwater vehicles via relays

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    Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy at the Massachusetts Institute of Technology and the Woods Hole Oceanographic Institution June 2012As analysis of imagery and environmental data plays a greater role in mission construction and execution, there is an increasing need for autonomous marine vehicles to transmit this data to the surface. Without access to the data acquired by a vehicle, surface operators cannot fully understand the state of the mission. Communicating imagery and high-resolution sensor readings to surface observers remains a significant challenge – as a result, current telemetry from free-roaming autonomous marine vehicles remains limited to ‘heartbeat’ status messages, with minimal scientific data available until after recovery. Increasing the challenge, longdistance communication may require relaying data across multiple acoustic hops between vehicles, yet fixed infrastructure is not always appropriate or possible. In this thesis I present an analysis of the unique considerations facing telemetry systems for free-roaming Autonomous Underwater Vehicles (AUVs) used in exploration. These considerations include high-cost vehicle nodes with persistent storage and significant computation capabilities, combined with human surface operators monitoring each node. I then propose mechanisms for interactive, progressive communication of data across multiple acoustic hops. These mechanisms include wavelet-based embedded coding methods, and a novel image compression scheme based on texture classification and synthesis. The specific characteristics of underwater communication channels, including high latency, intermittent communication, the lack of instantaneous end-to-end connectivity, and a broadcast medium, inform these proposals. Human feedback is incorporated by allowing operators to identify segments of data thatwarrant higher quality refinement, ensuring efficient use of limited throughput. I then analyze the performance of these mechanisms relative to current practices. Finally, I present CAPTURE, a telemetry architecture that builds on this analysis. CAPTURE draws on advances in compression and delay tolerant networking to enable progressive transmission of scientific data, including imagery, across multiple acoustic hops. In concert with a physical layer, CAPTURE provides an endto- end networking solution for communicating science data from autonomous marine vehicles. Automatically selected imagery, sonar, and time-series sensor data are progressively transmitted across multiple hops to surface operators. Human operators can request arbitrarily high-quality refinement of any resource, up to an error-free reconstruction. The components of this system are then demonstrated through three field trials in diverse environments on SeaBED, OceanServer and Bluefin AUVs, each in different software architectures.Thanks to the National Science Foundation, and the National Oceanic and Atmospheric Administration for their funding of my education and this work

    Codage de cartes de profondeur par deformation de courbes elastiques

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    In multiple-view video plus depth, depth maps can be represented by means of grayscale images and the corresponding temporal sequence can be thought as a standard grayscale video sequence. However depth maps have different properties from natural images: they present large areas of smooth surfaces separated by sharp edges. Arguably the most important information lies in object contours, as a consequence an interesting approach consists in performing a lossless coding of the contour map, possibly followed by a lossy coding of per-object depth values.In this context, we propose a new technique for the lossless coding of object contours, based on the elastic deformation of curves. A continuous evolution of elastic deformations between two reference contour curves can be modelled, and an elastically deformed version of the reference contours can be sent to the decoder with an extremely small coding cost and used as side information to improve the lossless coding of the actual contour. After the main discontinuities have been captured by the contour description, the depth field inside each region is rather smooth. We proposed and tested two different techniques for the coding of the depth field inside each region. The first technique performs the shape-adaptive wavelet transform followed by the shape-adaptive version of SPIHT. The second technique performs a prediction of the depth field from its subsampled version and the set of coded contours. It is generally recognized that a high quality view rendering at the receiver side is possible only by preserving the contour information, since distortions on edges during the encoding step would cause a sensible degradation on the synthesized view and on the 3D perception. We investigated this claim by conducting a subjective quality assessment test to compare an object-based technique and a hybrid block-based techniques for the coding of depth maps.Dans le format multiple-view video plus depth, les cartes de profondeur peuvent être représentées comme des images en niveaux de gris et la séquence temporelle correspondante peut être considérée comme une séquence vidéo standard en niveaux de gris. Cependant les cartes de profondeur ont des propriétés différentes des images naturelles: ils présentent de grandes surfaces lisses séparées par des arêtes vives. On peut dire que l'information la plus importante réside dans les contours de l'objet, en conséquence une approche intéressante consiste à effectuer un codage sans perte de la carte de contour, éventuellement suivie d'un codage lossy des valeurs de profondeur par-objet.Dans ce contexte, nous proposons une nouvelle technique pour le codage sans perte des contours de l'objet, basée sur la déformation élastique des courbes. Une évolution continue des déformations élastiques peut être modélisée entre deux courbes de référence, et une version du contour déformée élastiquement peut être envoyé au décodeur avec un coût de codage très faible et utilisé comme information latérale pour améliorer le codage sans perte du contour réel. Après que les principales discontinuités ont été capturés par la description du contour, la profondeur à l'intérieur de chaque région est assez lisse. Nous avons proposé et testé deux techniques différentes pour le codage du champ de profondeur à l'intérieur de chaque région. La première technique utilise la version adaptative à la forme de la transformation en ondelette, suivie par la version adaptative à la forme de SPIHT.La seconde technique effectue une prédiction du champ de profondeur à partir de sa version sous-échantillonnée et l'ensemble des contours codés. Il est généralement reconnu qu'un rendu de haute qualité au récepteur pour un nouveau point de vue est possible que avec la préservation de l'information de contour, car des distorsions sur les bords lors de l'étape de codage entraînerait une dégradation évidente sur la vue synthétisée et sur la perception 3D. Nous avons étudié cette affirmation en effectuant un test d'évaluation de la qualité perçue en comparant, pour le codage des cartes de profondeur, une technique basée sur la compression d'objects et une techniques de codage vidéo hybride à blocs

    GPU data structures for graphics and vision

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    Graphics hardware has in recent years become increasingly programmable, and its programming APIs use the stream processor model to expose massive parallelization to the programmer. Unfortunately, the inherent restrictions of the stream processor model, used by the GPU in order to maintain high performance, often pose a problem in porting CPU algorithms for both video and volume processing to graphics hardware. Serial data dependencies which accelerate CPU processing are counterproductive for the data-parallel GPU. This thesis demonstrates new ways for tackling well-known problems of large scale video/volume analysis. In some instances, we enable processing on the restricted hardware model by re-introducing algorithms from early computer graphics research. On other occasions, we use newly discovered, hierarchical data structures to circumvent the random-access read/fixed write restriction that had previously kept sophisticated analysis algorithms from running solely on graphics hardware. For 3D processing, we apply known game graphics concepts such as mip-maps, projective texturing, and dependent texture lookups to show how video/volume processing can benefit algorithmically from being implemented in a graphics API. The novel GPU data structures provide drastically increased processing speed, and lift processing heavy operations to real-time performance levels, paving the way for new and interactive vision/graphics applications.Graphikhardware wurde in den letzen Jahren immer weiter programmierbar. Ihre APIs verwenden das Streamprozessor-Modell, um die massive Parallelisierung auch für den Programmierer verfügbar zu machen. Leider folgen aus dem strikten Streamprozessor-Modell, welches die GPU für ihre hohe Rechenleistung benötigt, auch Hindernisse in der Portierung von CPU-Algorithmen zur Video- und Volumenverarbeitung auf die GPU. Serielle Datenabhängigkeiten beschleunigen zwar CPU-Verarbeitung, sind aber für die daten-parallele GPU kontraproduktiv . Diese Arbeit präsentiert neue Herangehensweisen für bekannte Probleme der Video- und Volumensverarbeitung. Teilweise wird die Verarbeitung mit Hilfe von modifizierten Algorithmen aus der frühen Computergraphik-Forschung an das beschränkte Hardwaremodell angepasst. Anderswo helfen neu entdeckte, hierarchische Datenstrukturen beim Umgang mit den Schreibzugriff-Restriktionen die lange die Portierung von komplexeren Bildanalyseverfahren verhindert hatten. In der 3D-Verarbeitung nutzen wir bekannte Konzepte aus der Computerspielegraphik wie Mipmaps, projektive Texturierung, oder verkettete Texturzugriffe, und zeigen auf welche Vorteile die Video- und Volumenverarbeitung aus hardwarebeschleunigter Graphik-API-Implementation ziehen kann. Die präsentierten GPU-Datenstrukturen bieten drastisch schnellere Verarbeitung und heben rechenintensive Operationen auf Echtzeit-Niveau. Damit werden neue, interaktive Bildverarbeitungs- und Graphik-Anwendungen möglich
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