2,807 research outputs found

    Adaptive rational fractal interpolation function for image super-resolution via local fractal analysis

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    © 2019 Elsevier B.V. Image super-resolution aims to generate high-resolution image based on the given low-resolution image and to recover the details of the image. The common approaches include reconstruction-based methods and interpolation-based methods. However, these existing methods show difficulty in processing the regions of an image with complicated texture. To tackle such problems, fractal geometry is applied on image super-resolution, which demonstrates its advantages when describing the complicated details in an image. The common fractal-based method regards the whole image as a single fractal set. That is, it does not distinguish the complexity difference of texture across all regions of an image regardless of smooth regions or texture rich regions. Due to such strong presumption, it causes artificial errors while recovering smooth area and texture blurring at the regions with rich texture. In this paper, the proposed method produces rational fractal interpolation model with various setting at different regions to adapt to the local texture complexity. In order to facilitate such mechanism, the proposed method is able to segment the image region according to its complexity which is determined by its local fractal dimension. Thus, the image super-resolution process is cast to an optimization problem where local fractal dimension in each region is further optimized until the optimization convergence is reached. During the optimization (i.e. super-resolution), the overall image complexity (determined by local fractal dimension) is maintained. Compared with state-of-the-art method, the proposed method shows promising performance according to qualitative evaluation and quantitative evaluation

    Normalized Weighting Schemes for Image Interpolation Algorithms

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    This paper presents and evaluates four weighting schemes for image interpolation algorithms. The first scheme is based on the normalized area of the circle, whose diameter is equal to the minimum side of a tetragon. The second scheme is based on the normalized area of the circle, whose radius is equal to the hypotenuse. The third scheme is based on the normalized area of the triangle, whose base and height are equal to the hypotenuse and virtual pixel length, respectively. The fourth weighting scheme is based on the normalized area of the circle, whose radius is equal to the virtual pixel length-based hypotenuse. Experiments demonstrated debatable algorithm performances and the need for further research.Comment: 8 pages, 14 figure

    Appearance Preserving Rendering of Out-of-Core Polygon and NURBS Models

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    In Computer Aided Design (CAD) trimmed NURBS surfaces are widely used due to their flexibility. For rendering and simulation however, piecewise linear representations of these objects are required. A relatively new field in CAD is the analysis of long-term strain tests. After such a test the object is scanned with a 3d laser scanner for further processing on a PC. In all these areas of CAD the number of primitives as well as their complexity has grown constantly in the recent years. This growth is exceeding the increase of processor speed and memory size by far and posing the need for fast out-of-core algorithms. This thesis describes a processing pipeline from the input data in the form of triangular or trimmed NURBS models until the interactive rendering of these models at high visual quality. After discussing the motivation for this work and introducing basic concepts on complex polygon and NURBS models, the second part of this thesis starts with a review of existing simplification and tessellation algorithms. Additionally, an improved stitching algorithm to generate a consistent model after tessellation of a trimmed NURBS model is presented. Since surfaces need to be modified interactively during the design phase, a novel trimmed NURBS rendering algorithm is presented. This algorithm removes the bottleneck of generating and transmitting a new tessellation to the graphics card after each modification of a surface by evaluating and trimming the surface on the GPU. To achieve high visual quality, the appearance of a surface can be preserved using texture mapping. Therefore, a texture mapping algorithm for trimmed NURBS surfaces is presented. To reduce the memory requirements for the textures, the algorithm is modified to generate compressed normal maps to preserve the shading of the original surface. Since texturing is only possible, when a parametric mapping of the surface - requiring additional memory - is available, a new simplification and tessellation error measure is introduced that preserves the appearance of the original surface by controlling the deviation of normal vectors. The preservation of normals and possibly other surface attributes allows interactive visualization for quality control applications (e.g. isophotes and reflection lines). In the last part out-of-core techniques for processing and rendering of gigabyte-sized polygonal and trimmed NURBS models are presented. Then the modifications necessary to support streaming of simplified geometry from a central server are discussed and finally and LOD selection algorithm to support interactive rendering of hard and soft shadows is described

    Improvements on "Fast space-variant elliptical filtering using box splines"

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    It is well-known that box filters can be efficiently computed using pre-integrations and local finite-differences [Crow1984,Heckbert1986,Viola2001]. By generalizing this idea and by combining it with a non-standard variant of the Central Limit Theorem, a constant-time or O(1) algorithm was proposed in [Chaudhury2010] that allowed one to perform space-variant filtering using Gaussian-like kernels. The algorithm was based on the observation that both isotropic and anisotropic Gaussians could be approximated using certain bivariate splines called box splines. The attractive feature of the algorithm was that it allowed one to continuously control the shape and size (covariance) of the filter, and that it had a fixed computational cost per pixel, irrespective of the size of the filter. The algorithm, however, offered a limited control on the covariance and accuracy of the Gaussian approximation. In this work, we propose some improvements by appropriately modifying the algorithm in [Chaudhury2010].Comment: 7 figure
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