7,602 research outputs found
Scalable Image Retrieval by Sparse Product Quantization
Fast Approximate Nearest Neighbor (ANN) search technique for high-dimensional
feature indexing and retrieval is the crux of large-scale image retrieval. A
recent promising technique is Product Quantization, which attempts to index
high-dimensional image features by decomposing the feature space into a
Cartesian product of low dimensional subspaces and quantizing each of them
separately. Despite the promising results reported, their quantization approach
follows the typical hard assignment of traditional quantization methods, which
may result in large quantization errors and thus inferior search performance.
Unlike the existing approaches, in this paper, we propose a novel approach
called Sparse Product Quantization (SPQ) to encoding the high-dimensional
feature vectors into sparse representation. We optimize the sparse
representations of the feature vectors by minimizing their quantization errors,
making the resulting representation is essentially close to the original data
in practice. Experiments show that the proposed SPQ technique is not only able
to compress data, but also an effective encoding technique. We obtain
state-of-the-art results for ANN search on four public image datasets and the
promising results of content-based image retrieval further validate the
efficacy of our proposed method.Comment: 12 page
Compressing High-Dimensional Data Spaces Using Non-Differential Augmented Vector Quantization
query processing times and space requirements. Database compression has been
discovered to alleviate the I/O bottleneck, reduce disk space, improve disk access speed,
speed up query, reduce overall retrieval time and increase the effective I/O bandwidth.
However, random access to individual tuples in a compressed database is very difficult to
achieve with most available compression techniques.
We propose a lossless compression technique called non-differential augmented vector
quantization, a close variant of the novel augmented vector quantization. The technique is
applicable to a collection of tuples and especially effective for tuples with many low to
medium cardinality fields. In addition, the technique supports standard database
operations, permits very fast random access and atomic decompression of tuples in large
collections. The technique maps a database relation into a static bitmap index cached
access structure. Consequently, we were able to achieve substantial savings in space by
storing each database tuple as a bit value in the computer memory.
Important distinguishing characteristics of our technique is that individual tuples can be
compressed and decompressed, rather than a full page or entire relation at a time, (b) the
information needed for tuple compression and decompression can reside in the memory or
at worst in a single page. Promising application domains include decision support systems,
statistical databases and life databases with low cardinality fields and possibly no text
field
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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