97 research outputs found

    Tensor-on-tensor regression

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    We propose a framework for the linear prediction of a multi-way array (i.e., a tensor) from another multi-way array of arbitrary dimension, using the contracted tensor product. This framework generalizes several existing approaches, including methods to predict a scalar outcome from a tensor, a matrix from a matrix, or a tensor from a scalar. We describe an approach that exploits the multiway structure of both the predictors and the outcomes by restricting the coefficients to have reduced CP-rank. We propose a general and efficient algorithm for penalized least-squares estimation, which allows for a ridge (L_2) penalty on the coefficients. The objective is shown to give the mode of a Bayesian posterior, which motivates a Gibbs sampling algorithm for inference. We illustrate the approach with an application to facial image data. An R package is available at https://github.com/lockEF/MultiwayRegression .Comment: 33 pages, 3 figure

    Anomaly detection in moving-camera videos with sparse and low-rank matrix decompositions

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    This work presents two methods based on sparse decompositions that can detect anomalies in video sequences obtained from moving cameras. The first method starts by computing the union of subspaces (UoS) that best represents all the frames from a reference (anomaly-free) video as a low-rank projection plus a sparse residue. Then it performs a low-rank representation of the target (possibly anomalous) video by taking advantage of both the UoS and the sparse residue computed from the reference video. The anomalies are extracted after post-processing this video with these residual data. Such algorithm provides good detection results while at the same time obviating the need for previous video synchronization. However, this technique looses its detection efficiency when target and reference videos presents more severe misalignments. This may happen due to small uncontrolled camera moviment and shaking during the acquisition phase, which is often common in realworld situations. To extend its applicability, a second contribution is proposed in order to cope with these possible pose misalignments. This is done by modeling the target-reference pose discrepancy as geometric transformations acting on the domain of frames of the target video. A complete matrix decomposition algorithm is presented in order to perform a sparse representation of the target video as a sparse combination of the reference video plus a sparse residue, while taking into account the transformation acting on it. Our method is then verified and compared against state-of-the-art techniques using a challenging video dataset, that comprises recordings presenting the described misalignments. Under the evaluation metrics used, the second proposed method exhibits an improvement of at least 16% over the first proposed one, and 22% over the next best rated method.Apresentamos dois métodos baseados em decomposições esparsas que podem detectar anomalias em sequências de vídeo obtidas por câmeras em movimento. O primeiro método estima a união de subespaços (UdS) que melhor representa todos os quadros de um vídeo de referência (livre de anomalias) como uma projeção de baixo-posto mais um resíduo esparso. Em seguida, é realizada uma representação de baixo-posto do vídeo alvo (possivelmente anômalo) aproveitando a UdS e o resíduo esparso calculado a partir do vídeo de referência. As anomalias são extraídas após o pós-processamento destas informações residuais. Esse algoritmo fornece bons resultados de detecção, além de eliminar a necessidade de uma sincronização prévia dos vídeos. No entanto, essa técnica perde eficiência quando os vídeos de referência e alvo apresentam desalinhamentos mais graves entre si. Isso pode ocorrer devido a pequenos movimentos descontrolados da câmera e tremores durante a fase de aquisição. Para estender sua aplicabilidade, uma segunda contribuição é proposta a fim de lidar com esse possível desalinhamento. Isso é feito modelando a discrepância de pose de câmera entre os vídeos de referência e alvo com transformações geométricas agindo no domínio dos quadros do vídeo alvo. Um algoritmo completo de decomposição de matrizes é apresentado para realizar uma representação esparsa do vídeo alvo como uma combinação esparsa do vídeo de referência, levando em consideração as transformações que atuam sobre seus quadros. Nosso método é então verificado e comparado com técnicas de última geração com auxílio de vídeos de uma base desafiadora, apresentando os desalinhamentos em questão. Sob as métricas de avaliação usadas, o segundo método proposto exibe uma melhoria de pelo menos 16% em relação ao primeiro, e 22% sobre o método melhor avaliado logo em seguida

    Face recognition using multiple features in different color spaces

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    Face recognition as a particular problem of pattern recognition has been attracting substantial attention from researchers in computer vision, pattern recognition, and machine learning. The recent Face Recognition Grand Challenge (FRGC) program reveals that uncontrolled illumination conditions pose grand challenges to face recognition performance. Most of the existing face recognition methods use gray-scale face images, which have been shown insufficient to tackle these challenges. To overcome this challenging problem in face recognition, this dissertation applies multiple features derived from the color images instead of the intensity images only. First, this dissertation presents two face recognition methods, which operate in different color spaces, using frequency features by means of Discrete Fourier Transform (DFT) and spatial features by means of Local Binary Patterns (LBP), respectively. The DFT frequency domain consists of the real part, the imaginary part, the magnitude, and the phase components, which provide the different interpretations of the input face images. The advantage of LBP in face recognition is attributed to its robustness in terms of intensity-level monotonic transformation, as well as its operation in the various scale image spaces. By fusing the frequency components or the multi-resolution LBP histograms, the complementary feature sets can be generated to enhance the capability of facial texture description. This dissertation thus uses the fused DFT and LBP features in two hybrid color spaces, the RIQ and the VIQ color spaces, respectively, for improving face recognition performance. Second, a method that extracts multiple features in the CID color space is presented for face recognition. As different color component images in the CID color space display different characteristics, three different image encoding methods, namely, the patch-based Gabor image representation, the multi-resolution LBP feature fusion, and the DCT-based multiple face encodings, are presented to effectively extract features from the component images for enhancing pattern recognition performance. To further improve classification performance, the similarity scores due to the three color component images are fused for the final decision making. Finally, a novel image representation is also discussed in this dissertation. Unlike a traditional intensity image that is directly derived from a linear combination of the R, G, and B color components, the novel image representation adapted to class separability is generated through a PCA plus FLD learning framework from the hybrid color space instead of the RGB color space. Based upon the novel image representation, a multiple feature fusion method is proposed to address the problem of face recognition under the severe illumination conditions. The aforementioned methods have been evaluated using two large-scale databases, namely, the Face Recognition Grand Challenge (FRGC) version 2 database and the FERET face database. Experimental results have shown that the proposed methods improve face recognition performance upon the traditional methods using the intensity images by large margins and outperform some state-of-the-art methods

    Multidimensional transfer functions for interactive volume rendering

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    Journal ArticleAbstract-Most direct volume renderings produced today employ one-dimensional transfer functions which assign color and opacity to the volume based solely on the single scalar quantity which comprises the data set. Though they have not received widespread attention, multidimensional transfer functions are a very effective way to extract materials and their boundaries for both scalar and multivariate data. However, identifying good transfer functions is difficult enough in one dimension, let alone two or three dimensions. This paper demonstrates an important class of three-dimensional transfer functions for scalar data, and describes the application of multidimensional transfer functions to multivariate data. We present a set of direct manipulation widgets that make specifying such transfer functions intuitive and convenient. We also describe how to use modern graphics hardware to both interactively render with multidimensional transfer functions and to provide interactive shadows for volumes. The transfer functions, widgets, and hardware combine to form a powerful system for interactive volume exploration

    Image segmentation and reconstruction of 3D surfaces from carotid ultrasound images

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    Tese de doutoramento. Engenharia Electrotécnica e de Computadores. Faculdade de Engenharia. Universidade do Porto. 200

    Fast Visualization by Shear-Warp using Spline Models for Data Reconstruction

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    This work concerns oneself with the rendering of huge three-dimensional data sets. The target thereby is the development of fast algorithms by also applying recent and accurate volume reconstruction models to obtain at most artifact-free data visualizations. In part I a comprehensive overview on the state of the art in volume rendering is given. Part II is devoted to the recently developed trivariate (linear,) quadratic and cubic spline models defined on symmetric tetrahedral partitions directly obtained by slicing volumetric partitions of a three-dimensional domain. This spline models define piecewise polynomials of total degree (one,) two and three with respect to a tetrahedron, i.e. the local splines have the lowest possible total degree and are adequate for efficient and accurate volume visualization. The following part III depicts in a step by step manner a fast software-based rendering algorithm, called shear-warp. This algorithm is prominent for its ability to generate projections of volume data at real time. It attains the high rendering speed by using elaborate data structures and extensive pre-computation, but at the expense of data redundancy and visual quality of the finally obtained rendering results. However, to circumvent these disadvantages a further development is specified, where new techniques and sophisticated data structures allow combining the fast shear-warp with the accurate ray-casting approach. This strategy and the new data structures not only grant a unification of the benefits of both methods, they even easily admit for adjustments to trade-off between rendering speed and precision. With this further development also the 3-fold data redundancy known from the original shear-warp approach is removed, allowing the rendering of even larger three-dimensional data sets more quickly. Additionally, real trivariate data reconstruction models, as discussed in part II, are applied together with the new ideas to onward the precision of the new volume rendering method, which also lead to a one order of magnitude faster algorithm compared to traditional approaches using similar reconstruction models. In part IV, a hierarchy-based rendering method is developed which utilizes a wavelet decomposition of the volume data, an octree structure to represent the sparse data set, the splines from part II and a new shear-warp visualization algorithm similar to that presented in part III. This thesis is concluded by the results centralized in part V

    Doctor of Philosophy

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    dissertationWhile boundary representations, such as nonuniform rational B-spline (NURBS) surfaces, have traditionally well served the needs of the modeling community, they have not seen widespread adoption among the wider engineering discipline. There is a common perception that NURBS are slow to evaluate and complex to implement. Whereas computer-aided design commonly deals with surfaces, the engineering community must deal with materials that have thickness. Traditional visualization techniques have avoided NURBS, and there has been little cross-talk between the rich spline approximation community and the larger engineering field. Recently there has been a strong desire to marry the modeling and analysis phases of the iterative design cycle, be it in car design, turbulent flow simulation around an airfoil, or lighting design. Research has demonstrated that employing a single representation throughout the cycle has key advantages. Furthermore, novel manufacturing techniques employing heterogeneous materials require the introduction of volumetric modeling representations. There is little question that fields such as scientific visualization and mechanical engineering could benefit from the powerful approximation properties of splines. In this dissertation, we remove several hurdles to the application of NURBS to problems in engineering and demonstrate how their unique properties can be leveraged to solve problems of interest

    Data harmonisation for information fusion in digital healthcare: A state-of-the-art systematic review, meta-analysis and future research directions

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    Removing the bias and variance of multicentre data has always been a challenge in large scale digital healthcare studies, which requires the ability to integrate clinical features extracted from data acquired by different scanners and protocols to improve stability and robustness. Previous studies have described various computational approaches to fuse single modality multicentre datasets. However, these surveys rarely focused on evaluation metrics and lacked a checklist for computational data harmonisation studies. In this systematic review, we summarise the computational data harmonisation approaches for multi-modality data in the digital healthcare field, including harmonisation strategies and evaluation metrics based on different theories. In addition, a comprehensive checklist that summarises common practices for data harmonisation studies is proposed to guide researchers to report their research findings more effectively. Last but not least, flowcharts presenting possible ways for methodology and metric selection are proposed and the limitations of different methods have been surveyed for future research

    Realistic Visualization of Animated Virtual Cloth

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    Photo-realistic rendering of real-world objects is a broad research area with applications in various different areas, such as computer generated films, entertainment, e-commerce and so on. Within photo-realistic rendering, the rendering of cloth is a subarea which involves many important aspects, ranging from material surface reflection properties and macroscopic self-shadowing to animation sequence generation and compression. In this thesis, besides an introduction to the topic plus a broad overview of related work, different methods to handle major aspects of cloth rendering are described. Material surface reflection properties play an important part to reproduce the look & feel of materials, that is, to identify a material only by looking at it. The BTF (bidirectional texture function), as a function of viewing and illumination direction, is an appropriate representation of reflection properties. It captures effects caused by the mesostructure of a surface, like roughness, self-shadowing, occlusion, inter-reflections, subsurface scattering and color bleeding. Unfortunately a BTF data set of a material consists of hundreds to thousands of images, which exceeds current memory size of personal computers by far. This work describes the first usable method to efficiently compress and decompress a BTF data for rendering at interactive to real-time frame rates. It is based on PCA (principal component analysis) of the BTF data set. While preserving the important visual aspects of the BTF, the achieved compression rates allow the storage of several different data sets in main memory of consumer hardware, while maintaining a high rendering quality. Correct handling of complex illumination conditions plays another key role for the realistic appearance of cloth. Therefore, an upgrade of the BTF compression and rendering algorithm is described, which allows the support of distant direct HDR (high-dynamic-range) illumination stored in environment maps. To further enhance the appearance, macroscopic self-shadowing has to be taken into account. For the visualization of folds and the life-like 3D impression, these kind of shadows are absolutely necessary. This work describes two methods to compute these shadows. The first is seamlessly integrated into the illumination part of the rendering algorithm and optimized for static meshes. Furthermore, another method is proposed, which allows the handling of dynamic objects. It uses hardware-accelerated occlusion queries for the visibility determination. In contrast to other algorithms, the presented algorithm, despite its simplicity, is fast and produces less artifacts than other methods. As a plus, it incorporates changeable distant direct high-dynamic-range illumination. The human perception system is the main target of any computer graphics application and can also be treated as part of the rendering pipeline. Therefore, optimization of the rendering itself can be achieved by analyzing human perception of certain visual aspects in the image. As a part of this thesis, an experiment is introduced that evaluates human shadow perception to speedup shadow rendering and provides optimization approaches. Another subarea of cloth visualization in computer graphics is the animation of the cloth and avatars for presentations. This work also describes two new methods for automatic generation and compression of animation sequences. The first method to generate completely new, customizable animation sequences, is based on the concept of finding similarities in animation frames of a given basis sequence. Identifying these similarities allows jumps within the basis sequence to generate endless new sequences. Transmission of any animated 3D data over bandwidth-limited channels, like extended networks or to less powerful clients requires efficient compression schemes. The second method included in this thesis in the animation field is a geometry data compression scheme. Similar to the BTF compression, it uses PCA in combination with clustering algorithms to segment similar moving parts of the animated objects to achieve high compression rates in combination with a very exact reconstruction quality.Realistische Visualisierung von animierter virtueller Kleidung Das photorealistisches Rendering realer Gegenstände ist ein weites Forschungsfeld und hat Anwendungen in vielen Bereichen. Dazu zählen Computer generierte Filme (CGI), die Unterhaltungsindustrie und E-Commerce. Innerhalb dieses Forschungsbereiches ist das Rendern von photorealistischer Kleidung ein wichtiger Bestandteil. Hier reichen die wichtigen Aspekte, die es zu berücksichtigen gilt, von optischen Materialeigenschaften über makroskopische Selbstabschattung bis zur Animationsgenerierung und -kompression. In dieser Arbeit wird, neben der Einführung in das Thema, ein weiter Überblick über ähnlich gelagerte Arbeiten gegeben. Der Schwerpunkt der Arbeit liegt auf den wichtigen Aspekten der virtuellen Kleidungsvisualisierung, die oben beschrieben wurden. Die optischen Reflektionseigenschaften von Materialoberflächen spielen eine wichtige Rolle, um das so genannte look & feel von Materialien zu charakterisieren. Hierbei kann ein Material vom Nutzer identifiziert werden, ohne dass er es direkt anfassen muss. Die BTF (bidirektionale Texturfunktion)ist eine Funktion die abhängig von der Blick- und Beleuchtungsrichtung ist. Daher ist sie eine angemessene Repräsentation von Reflektionseigenschaften. Sie enthält Effekte wie Rauheit, Selbstabschattungen, Verdeckungen, Interreflektionen, Streuung und Farbbluten, die durch die Mesostruktur der Oberfläche hervorgerufen werden. Leider besteht ein BTF Datensatz eines Materials aus hunderten oder tausenden von Bildern und sprengt damit herkömmliche Hauptspeicher in Computern bei weitem. Diese Arbeit beschreibt die erste praktikable Methode, um BTF Daten effizient zu komprimieren, zu speichern und für Echtzeitanwendungen zum Visualisieren wieder zu dekomprimieren. Die Methode basiert auf der Principal Component Analysis (PCA), die Daten nach Signifikanz ordnet. Während die PCA die entscheidenen visuellen Aspekte der BTF erhält, können mit ihrer Hilfe Kompressionsraten erzielt werden, die es erlauben mehrere BTF Materialien im Hauptspeicher eines Consumer PC zu verwalten. Dies erlaubt ein High-Quality Rendering. Korrektes Verwenden von komplexen Beleuchtungssituationen spielt eine weitere, wichtige Rolle, um Kleidung realistisch erscheinen zu lassen. Daher wird zudem eine Erweiterung des BTF Kompressions- und Renderingalgorithmuses erläutert, die den Einsatz von High-Dynamic Range (HDR) Beleuchtung erlaubt, die in environment maps gespeichert wird. Um die realistische Erscheinung der Kleidung weiter zu unterstützen, muss die makroskopische Selbstabschattung integriert werden. Für die Visualisierung von Falten und den lebensechten 3D Eindruck ist diese Art von Schatten absolut notwendig. Diese Arbeit beschreibt daher auch zwei Methoden, diese Schatten schnell und effizient zu berechnen. Die erste ist nahtlos in den Beleuchtungspart des obigen BTF Renderingalgorithmuses integriert und für statische Geometrien optimiert. Die zweite Methode behandelt dynamische Objekte. Dazu werden hardwarebeschleunigte Occlusion Queries verwendet, um die Sichtbarkeitsberechnung durchzuführen. Diese Methode ist einerseits simpel und leicht zu implementieren, anderseits ist sie schnell und produziert weniger Artefakte, als vergleichbare Methoden. Zusätzlich ist die Verwendung von veränderbarer, entfernter HDR Beleuchtung integriert. Das menschliche Wahrnehmungssystem ist das eigentliche Ziel jeglicher Anwendung in der Computergrafik und kann daher selbst als Teil einer erweiterten Rendering Pipeline gesehen werden. Daher kann das Rendering selbst optimiert werden, wenn man die menschliche Wahrnehmung verschiedener visueller Aspekte der berechneten Bilder analysiert. Teil der vorliegenden Arbeit ist die Beschreibung eines Experimentes, das menschliche Schattenwahrnehmung untersucht, um das Rendern der Schatten zu beschleunigen. Ein weiteres Teilgebiet der Kleidungsvisualisierung in der Computergrafik ist die Animation der Kleidung und von Avataren für Präsentationen. Diese Arbeit beschreibt zwei neue Methoden auf diesem Teilgebiet. Einmal ein Algorithmus, der für die automatische Generierung neuer Animationssequenzen verwendet werden kann und zum anderen einen Kompressionsalgorithmus für eben diese Sequenzen. Die automatische Generierung von völlig neuen, anpassbaren Animationen basiert auf dem Konzept der Ähnlichkeitssuche. Hierbei werden die einzelnen Schritte von gegebenen Basisanimationen auf Ähnlichkeiten hin untersucht, die zum Beispiel die Geschwindigkeiten einzelner Objektteile sein können. Die Identifizierung dieser Ähnlichkeiten erlaubt dann Sprünge innerhalb der Basissequenz, die dazu benutzt werden können, endlose, neue Sequenzen zu erzeugen. Die Übertragung von animierten 3D Daten über bandbreitenlimitierte Kanäle wie ausgedehnte Netzwerke, Mobilfunk oder zu sogenannten thin clients erfordert eine effiziente Komprimierung. Die zweite, in dieser Arbeit vorgestellte Methode, ist ein Kompressionsschema für Geometriedaten. Ähnlich wie bei der Kompression von BTF Daten wird die PCA in Verbindung mit Clustering benutzt, um die animierte Geometrie zu analysieren und in sich ähnlich bewegende Teile zu segmentieren. Diese erkannten Segmente lassen sich dann hoch komprimieren. Der Algorithmus arbeitet automatisch und erlaubt zudem eine sehr exakte Rekonstruktionsqualität nach der Dekomprimierung
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