646 research outputs found

    Bitplanes Block Based Exact Image Compression

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    Abstract: In this paper, an exact image compression based on bit-planes blocking is proposed. The proposed algorithm uses two bit codes for block representation. The codes represent the states of Unicode block and non-Unicode. The algorithm considers further division to non-Unicode block. The block division continues until the smallest block size which are kept as residuals. The smallest block size in the study is two by two. The main process of encoding consumed three codes. Subsequent process uses the fourth code for further compression. The resultant file is subject to further exact compression. The compression technique considered in this study is Huffman. The compression-decompression implementation complexity is comparable with the well-known methods. Also, the compression ratio for the algorithm is comparable with well-known methods. The algorithm parallelization is straightforward and dependent on number of planes. Within a plane, the process hardware realization is simple and does on require special hardware

    DCT Implementation on GPU

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    There has been a great progress in the field of graphics processors. Since, there is no rise in the speed of the normal CPU processors; Designers are coming up with multi-core, parallel processors. Because of their popularity in parallel processing, GPUs are becoming more and more attractive for many applications. With the increasing demand in utilizing GPUs, there is a great need to develop operating systems that handle the GPU to full capacity. GPUs offer a very efficient environment for many image processing applications. This thesis explores the processing power of GPUs for digital image compression using Discrete cosine transform

    Distributed video through telecommunication networks using fractal image compression techniques

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    The research presented in this thesis investigates the use of fractal compression techniques for a real time video distribution system. The motivation for this work was that the method has some useful properties which satisfy many requirements for video compression. In addition, as a novel technique, the fractal compression method has a great potential. In this thesis, we initially develop an understanding of the state of the art in image and video compression and describe the mathematical concepts and basic terminology of the fractal compression algorithm. Several schemes which aim to the improve of the algorithm, for still images are then examined. Amongst these, two novel contributions are described. The first is the partitioning of the image into sections which resulted insignificant reduction of the compression time. In the second, the use of the median metric as alternative to the RMS was considered but was not finally adopted, since the RMS proved to be a more efficient measure. The extension of the fractal compression algorithm from still images to image sequences is then examined and three different schemes to reduce the temporal redundancy of the video compression algorithm are described. The reduction in the execution time of the compression algorithm that can be obtained by the techniques described is significant although real time execution has not yet been achieved. Finally, the basic concepts of distributed programming and networks, as basic elements of a video distribution system, are presented and the hardware and software components of a fractal video distribution system are described. The implementation of the fractal compression algorithm on a TMS320C40 is also considered for speed benefits and it is found that a relatively large number of processors are needed for real time execution

    Parallel Mesh Processing

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    Die aktuelle Forschung im Bereich der Computergrafik versucht den zunehmenden AnsprĂŒchen der Anwender gerecht zu werden und erzeugt immer realistischer wirkende Bilder. Dementsprechend werden die Szenen und Verfahren, die zur Darstellung der Bilder genutzt werden, immer komplexer. So eine Entwicklung ist unweigerlich mit der Steigerung der erforderlichen Rechenleistung verbunden, da die Modelle, aus denen eine Szene besteht, aus Milliarden von Polygonen bestehen können und in Echtzeit dargestellt werden mĂŒssen. Die realistische Bilddarstellung ruht auf drei SĂ€ulen: Modelle, Materialien und Beleuchtung. Heutzutage gibt es einige Verfahren fĂŒr effiziente und realistische Approximation der globalen Beleuchtung. Genauso existieren Algorithmen zur Erstellung von realistischen Materialien. Es gibt zwar auch Verfahren fĂŒr das Rendering von Modellen in Echtzeit, diese funktionieren aber meist nur fĂŒr Szenen mittlerer KomplexitĂ€t und scheitern bei sehr komplexen Szenen. Die Modelle bilden die Grundlage einer Szene; deren Optimierung hat unmittelbare Auswirkungen auf die Effizienz der Verfahren zur Materialdarstellung und Beleuchtung, so dass erst eine optimierte ModellreprĂ€sentation eine Echtzeitdarstellung ermöglicht. Viele der in der Computergrafik verwendeten Modelle werden mit Hilfe der Dreiecksnetze reprĂ€sentiert. Das darin enthaltende Datenvolumen ist enorm, um letztlich den Detailreichtum der jeweiligen Objekte darstellen bzw. den wachsenden RealitĂ€tsanspruch bewĂ€ltigen zu können. Das Rendern von komplexen, aus Millionen von Dreiecken bestehenden Modellen stellt selbst fĂŒr moderne Grafikkarten eine große Herausforderung dar. Daher ist es insbesondere fĂŒr die Echtzeitsimulationen notwendig, effiziente Algorithmen zu entwickeln. Solche Algorithmen sollten einerseits Visibility Culling1, Level-of-Detail, (LOD), Out-of-Core Speicherverwaltung und Kompression unterstĂŒtzen. Anderseits sollte diese Optimierung sehr effizient arbeiten, um das Rendering nicht noch zusĂ€tzlich zu behindern. Dies erfordert die Entwicklung paralleler Verfahren, die in der Lage sind, die enorme Datenflut effizient zu verarbeiten. Der Kernbeitrag dieser Arbeit sind neuartige Algorithmen und Datenstrukturen, die speziell fĂŒr eine effiziente parallele Datenverarbeitung entwickelt wurden und in der Lage sind sehr komplexe Modelle und Szenen in Echtzeit darzustellen, sowie zu modellieren. Diese Algorithmen arbeiten in zwei Phasen: ZunĂ€chst wird in einer Offline-Phase die Datenstruktur erzeugt und fĂŒr parallele Verarbeitung optimiert. Die optimierte Datenstruktur wird dann in der zweiten Phase fĂŒr das Echtzeitrendering verwendet. Ein weiterer Beitrag dieser Arbeit ist ein Algorithmus, welcher in der Lage ist, einen sehr realistisch wirkenden Planeten prozedural zu generieren und in Echtzeit zu rendern

    Fitting and tracking of a scene model in very low bit rate video coding

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    Shape representation and coding of visual objets in multimedia applications — An overview

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    Emerging multimedia applications have created the need for new functionalities in digital communications. Whereas existing compression standards only deal with the audio-visual scene at a frame level, it is now necessary to handle individual objects separately, thus allowing scalable transmission as well as interactive scene recomposition by the receiver. The future MPEG-4 standard aims at providing compression tools addressing these functionalities. Unlike existing frame-based standards, the corresponding coding schemes need to encode shape information explicitly. This paper reviews existing solutions to the problem of shape representation and coding. Region and contour coding techniques are presented and their performance is discussed, considering coding efficiency and rate-distortion control capability, as well as flexibility to application requirements such as progressive transmission, low-delay coding, and error robustnes

    An investigation into the requirements for an efficient image transmission system over an ATM network

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    This thesis looks into the problems arising in an image transmission system when transmitting over an A TM network. Two main areas were investigated: (i) an alternative coding technique to reduce the bit rate required; and (ii) concealment of errors due to cell loss, with emphasis on processing in the transform domain of DCT-based images. [Continues.

    Improved Fractal Image Compression: Centered BFT with Quadtrees

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    Computer Scienc

    Proceedings of the Scientific Data Compression Workshop

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    Continuing advances in space and Earth science requires increasing amounts of data to be gathered from spaceborne sensors. NASA expects to launch sensors during the next two decades which will be capable of producing an aggregate of 1500 Megabits per second if operated simultaneously. Such high data rates cause stresses in all aspects of end-to-end data systems. Technologies and techniques are needed to relieve such stresses. Potential solutions to the massive data rate problems are: data editing, greater transmission bandwidths, higher density and faster media, and data compression. Through four subpanels on Science Payload Operations, Multispectral Imaging, Microwave Remote Sensing and Science Data Management, recommendations were made for research in data compression and scientific data applications to space platforms
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