86,834 research outputs found
Designing labeled graph classifiers by exploiting the R\'enyi entropy of the dissimilarity representation
Representing patterns as labeled graphs is becoming increasingly common in
the broad field of computational intelligence. Accordingly, a wide repertoire
of pattern recognition tools, such as classifiers and knowledge discovery
procedures, are nowadays available and tested for various datasets of labeled
graphs. However, the design of effective learning procedures operating in the
space of labeled graphs is still a challenging problem, especially from the
computational complexity viewpoint. In this paper, we present a major
improvement of a general-purpose classifier for graphs, which is conceived on
an interplay between dissimilarity representation, clustering,
information-theoretic techniques, and evolutionary optimization algorithms. The
improvement focuses on a specific key subroutine devised to compress the input
data. We prove different theorems which are fundamental to the setting of the
parameters controlling such a compression operation. We demonstrate the
effectiveness of the resulting classifier by benchmarking the developed
variants on well-known datasets of labeled graphs, considering as distinct
performance indicators the classification accuracy, computing time, and
parsimony in terms of structural complexity of the synthesized classification
models. The results show state-of-the-art standards in terms of test set
accuracy and a considerable speed-up for what concerns the computing time.Comment: Revised versio
Depth map compression via 3D region-based representation
In 3D video, view synthesis is used to create new virtual views between
encoded camera views. Errors in the coding of the depth maps introduce
geometry inconsistencies in synthesized views. In this paper, a new 3D plane
representation of the scene is presented which improves the performance of
current standard video codecs in the view synthesis domain. Two image segmentation
algorithms are proposed for generating a color and depth segmentation.
Using both partitions, depth maps are segmented into regions without
sharp discontinuities without having to explicitly signal all depth edges. The
resulting regions are represented using a planar model in the 3D world scene.
This 3D representation allows an efficient encoding while preserving the 3D
characteristics of the scene. The 3D planes open up the possibility to code
multiview images with a unique representation.Postprint (author's final draft
Neural Mechanisms for Information Compression by Multiple Alignment, Unification and Search
This article describes how an abstract framework for perception and cognition may be realised in terms of neural mechanisms and neural processing.
This framework — called information compression by multiple alignment, unification and search (ICMAUS) — has been developed in previous research as a generalized model of any system for processing information, either natural or
artificial. It has a range of applications including the analysis and production of natural language, unsupervised inductive learning, recognition of objects and patterns, probabilistic reasoning, and others. The proposals in this article may be seen as an extension and development of
Hebb’s (1949) concept of a ‘cell assembly’.
The article describes how the concept of ‘pattern’ in the ICMAUS framework may be mapped onto a version of the cell
assembly concept and the way in which neural mechanisms may achieve the effect of ‘multiple alignment’ in the ICMAUS framework.
By contrast with the Hebbian concept of a cell assembly, it is proposed here that any one neuron can belong in one assembly and only one assembly. A key feature of present proposals, which is not part of the Hebbian concept, is that any cell assembly may contain ‘references’ or ‘codes’ that serve to identify one or more other cell assemblies. This mechanism allows information to be stored in a compressed form, it provides a robust mechanism by which assemblies may be connected to form hierarchies and other kinds of structure, it means that assemblies can express
abstract concepts, and it provides solutions to some of the other problems associated with cell assemblies.
Drawing on insights derived from the ICMAUS framework, the article also describes how learning may be achieved with neural mechanisms. This concept of learning is significantly different from the Hebbian concept and appears to provide a better account of what we know about human learning
A statistical reduced-reference method for color image quality assessment
Although color is a fundamental feature of human visual perception, it has
been largely unexplored in the reduced-reference (RR) image quality assessment
(IQA) schemes. In this paper, we propose a natural scene statistic (NSS)
method, which efficiently uses this information. It is based on the statistical
deviation between the steerable pyramid coefficients of the reference color
image and the degraded one. We propose and analyze the multivariate generalized
Gaussian distribution (MGGD) to model the underlying statistics. In order to
quantify the degradation, we develop and evaluate two measures based
respectively on the Geodesic distance between two MGGDs and on the closed-form
of the Kullback Leibler divergence. We performed an extensive evaluation of
both metrics in various color spaces (RGB, HSV, CIELAB and YCrCb) using the TID
2008 benchmark and the FRTV Phase I validation process. Experimental results
demonstrate the effectiveness of the proposed framework to achieve a good
consistency with human visual perception. Furthermore, the best configuration
is obtained with CIELAB color space associated to KLD deviation measure
RLFC: Random Access Light Field Compression using Key Views and Bounded Integer Encoding
We present a new hierarchical compression scheme for encoding light field
images (LFI) that is suitable for interactive rendering. Our method (RLFC)
exploits redundancies in the light field images by constructing a tree
structure. The top level (root) of the tree captures the common high-level
details across the LFI, and other levels (children) of the tree capture
specific low-level details of the LFI. Our decompressing algorithm corresponds
to tree traversal operations and gathers the values stored at different levels
of the tree. Furthermore, we use bounded integer sequence encoding which
provides random access and fast hardware decoding for compressing the blocks of
children of the tree. We have evaluated our method for 4D two-plane
parameterized light fields. The compression rates vary from 0.08 - 2.5 bits per
pixel (bpp), resulting in compression ratios of around 200:1 to 20:1 for a PSNR
quality of 40 to 50 dB. The decompression times for decoding the blocks of LFI
are 1 - 3 microseconds per channel on an NVIDIA GTX-960 and we can render new
views with a resolution of 512X512 at 200 fps. Our overall scheme is simple to
implement and involves only bit manipulations and integer arithmetic
operations.Comment: Accepted for publication at Symposium on Interactive 3D Graphics and
Games (I3D '19
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