929 research outputs found
Geocoded data structures and their applications to Earth science investigations
A geocoded data structure is a means for digitally representing a geographically referenced map or image. The characteristics of representative cellular, linked, and hybrid geocoded data structures are reviewed. The data processing requirements of Earth science projects at the Goddard Space Flight Center and the basic tools of geographic data processing are described. Specific ways that new geocoded data structures can be used to adapt these tools to scientists' needs are presented. These include: expanding analysis and modeling capabilities; simplifying the merging of data sets from diverse sources; and saving computer storage space
Towards Building Deep Networks with Bayesian Factor Graphs
We propose a Multi-Layer Network based on the Bayesian framework of the
Factor Graphs in Reduced Normal Form (FGrn) applied to a two-dimensional
lattice. The Latent Variable Model (LVM) is the basic building block of a
quadtree hierarchy built on top of a bottom layer of random variables that
represent pixels of an image, a feature map, or more generally a collection of
spatially distributed discrete variables. The multi-layer architecture
implements a hierarchical data representation that, via belief propagation, can
be used for learning and inference. Typical uses are pattern completion,
correction and classification. The FGrn paradigm provides great flexibility and
modularity and appears as a promising candidate for building deep networks: the
system can be easily extended by introducing new and different (in cardinality
and in type) variables. Prior knowledge, or supervised information, can be
introduced at different scales. The FGrn paradigm provides a handy way for
building all kinds of architectures by interconnecting only three types of
units: Single Input Single Output (SISO) blocks, Sources and Replicators. The
network is designed like a circuit diagram and the belief messages flow
bidirectionally in the whole system. The learning algorithms operate only
locally within each block. The framework is demonstrated in this paper in a
three-layer structure applied to images extracted from a standard data set.Comment: Submitted for journal publicatio
Improving Embedded Image Coding Using Zero Block - Quad Tree
The traditional multi-bitstream approach to the heterogeneity issue is very constrained and inefficient under multi bit rate applications. The multi bitstream coding techniques allow partial decoding at a various resolution and quality levels. Several scalable coding algorithms have been proposed in the international standards over the past decade, but these former methods can only accommodate relatively limited decoding properties. To achieve efficient coding during image coding the multi resolution compression technique is been used. To exploit the multi resolution effect of image, wavelet transformations are devolved. Wavelet transformation decompose the image coefficients into their fundamental resolution, but the transformed coefficients are observed to be non-integer values resulting in variable bit stream. This transformation result in constraint bit rate application with slower operation. To overcome stated limitation, hierarchical tree based coding were implemented which exploit the relation between the wavelet scale levels and generate the code stream for transmission
Zerotree design for image compression: toward weighted universal zerotree coding
We consider the problem of optimal, data-dependent zerotree design for use in weighted universal zerotree codes for image compression. A weighted universal zerotree code (WUZC) is a data compression system that replaces the single, data-independent zerotree of Said and Pearlman (see IEEE Transactions on Circuits and Systems for Video Technology, vol.6, no.3, p.243-50, 1996) with an optimal collection of zerotrees for good image coding performance across a wide variety of possible sources. We describe the weighted universal zerotree encoding and design algorithms but focus primarily on the problem of optimal, data-dependent zerotree design. We demonstrate the performance of the proposed algorithm by comparing, at a variety of target rates, the performance of a Said-Pearlman style code using the standard zerotree to the performance of the same code using a zerotree designed with our algorithm. The comparison is made without entropy coding. The proposed zerotree design algorithm achieves, on a collection of combined text and gray-scale images, up to 4 dB performance improvement over a Said-Pearlman zerotree
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