420 research outputs found

    WAVELET BASED DATA HIDING OF DEM IN THE CONTEXT OF REALTIME 3D VISUALIZATION (Visualisation 3D Temps-Réel à Distance de MNT par Insertion de Données Cachées Basée Ondelettes)

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    The use of aerial photographs, satellite images, scanned maps and digital elevation models necessitates the setting up of strategies for the storage and visualization of these data. In order to obtain a three dimensional visualization it is necessary to drape the images, called textures, onto the terrain geometry, called Digital Elevation Model (DEM). Practically, all these information are stored in three different files: DEM, texture and position/projection of the data in a geo-referential system. In this paper we propose to stock all these information in a single file for the purpose of synchronization. For this we have developed a wavelet-based embedding method for hiding the data in a colored image. The texture images containing hidden DEM data can then be sent from the server to a client in order to effect 3D visualization of terrains. The embedding method is integrable with the JPEG2000 coder to accommodate compression and multi-resolution visualization. Résumé L'utilisation de photographies aériennes, d'images satellites, de cartes scannées et de modèles numériques de terrains amène à mettre en place des stratégies de stockage et de visualisation de ces données. Afin d'obtenir une visualisation en trois dimensions, il est nécessaire de lier ces images appelées textures avec la géométrie du terrain nommée Modèle Numérique de Terrain (MNT). Ces informations sont en pratiques stockées dans trois fichiers différents : MNT, texture, position et projection des données dans un système géo-référencé. Dans cet article, nous proposons de stocker toutes ces informations dans un seul fichier afin de les synchroniser. Nous avons développé pour cela une méthode d'insertion de données cachées basée ondelettes dans une image couleur. Les images de texture contenant les données MNT cachées peuvent ensuite être envoyées du serveur au client afin d'effectuer une visualisation 3D de terrains. Afin de combiner une visualisation en multirésolution et une compression, l'insertion des données cachées est intégrable dans le codeur JPEG 2000

    Revealing Information by Averaging

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    We present a method for hiding images in synthetic videos and reveal them by temporal averaging. The main challenge is to develop a visual masking method that hides the input image both spatially and temporally. Our masking approach consists of temporal and spatial pixel by pixel variations of the frequency band coefficients representing the image to be hidden. These variations ensure that the target image remains invisible both in the spatial and the temporal domains. In addition, by applying a temporal masking function derived from a dither matrix, we allow the video to carry a visible message that is different from the hidden image. The image hidden in the video can be revealed by software averaging, or with a camera, by long exposure photography. The presented work may find applications in the secure transmission of digital information

    Patch-based structural masking model with an application to compression

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    The ability of an image region to hide or mask a given target signal continues to play a key role in the design of numerous image processing and vision systems. However, current state-of-the-art models of visual masking have been optimized for artificial targets placed upon unnatural backgrounds. In this paper, we (1) measure the ability of natural-image patches in masking distortion; (2) analyze the performance of a widely accepted standard masking model in predicting these data; and (3) report optimal model parameters for different patch types (textures, structures, and edges). Our results reveal that the standard model of masking does not generalize across image type; rather, a proper model should be coupled with a classification scheme which can adapt the model parameters based on the type of content contained in local image patches. The utility of this adaptive approach is demonstrated via a spatially adaptive compression algorithm which employs patch-based classification. Despite the addition of extra side information and the high degree of spatial adaptivity, this approach yields an efficient wavelet compression strategy that can be combined with very accurate rate-control procedures.Peer reviewedElectrical and Computer Engineerin

    Margin for Error: rules-based systems of painting and the anticipation of irregular outcomes.

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    My practice-led research explores modes of painting where restrictions on materials and methods generate unpredictable outcomes. I focus on non-objective, processed-based painting, employing rigorous and repetitive methodologies which, I will argue, are essentially a form of machine-mimicry. When the machine encounters a disrupting element, the task continues unabated, forming a glitch. This idea developed from an interrogation of my own art practice, in which a highly disciplined approach paradoxically precipitates the unpredictable bleed of paint, misalignments and inaccuracies. This has led me to explore self-imposed limitations and highly restricted visual vocabulary on the one hand, and the phenomena of glitch and malfunction on the other. I conduct an examination of motives, processes and materials in my own practice, determining the conditions which facilitate glitch and the particular form in which it is manifested. I focus on the history of glitch and malfunction in sound-related media, proposing that glitch can occur in the plastic arts under certain conditions created by the artist. I draw on the work of Sol Lewitt and Jack Whitten, as well as my contemporaries, in order to relate this tendency to a broader trend which confronts and ultimately embraces the aesthetics of decay, entropy, fracture and rupture. Initially I ask, what is glitch in non-objective, process-based painting and what criteria would need to be met for such a description? Coming to suspect that glitch may be an aesthetic dead-end, I develop tactics for development and expansion, via visual splits and ruptures, whilst maintaining my rules-based practice

    Adversarial Attacks and Defenses in Machine Learning-Powered Networks: A Contemporary Survey

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    Adversarial attacks and defenses in machine learning and deep neural network have been gaining significant attention due to the rapidly growing applications of deep learning in the Internet and relevant scenarios. This survey provides a comprehensive overview of the recent advancements in the field of adversarial attack and defense techniques, with a focus on deep neural network-based classification models. Specifically, we conduct a comprehensive classification of recent adversarial attack methods and state-of-the-art adversarial defense techniques based on attack principles, and present them in visually appealing tables and tree diagrams. This is based on a rigorous evaluation of the existing works, including an analysis of their strengths and limitations. We also categorize the methods into counter-attack detection and robustness enhancement, with a specific focus on regularization-based methods for enhancing robustness. New avenues of attack are also explored, including search-based, decision-based, drop-based, and physical-world attacks, and a hierarchical classification of the latest defense methods is provided, highlighting the challenges of balancing training costs with performance, maintaining clean accuracy, overcoming the effect of gradient masking, and ensuring method transferability. At last, the lessons learned and open challenges are summarized with future research opportunities recommended.Comment: 46 pages, 21 figure

    Space-optimized texture atlases

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    Texture atlas parameterization provides an effective way to map a variety of colour and data attributes from 2D texture domains onto polygonal surface meshes. Most of the existing literature focus on how to build seamless texture atlases for continuous photometric detail, but little e ort has been devoted to devise e cient techniques for encoding self-repeating, uncontinuous signals such as building facades. We present a perception-based scheme for generating space-optimized texture atlases speci cally designed for intentionally non-bijective parameterizations. Our scheme combines within-chart tiling support with intelligent packing and perceptual measures for assigning texture space in accordance to the amount of information contents of the image and on its saliency. We demonstrate our optimization scheme in the context of real-time navigation through a gigatexel urban model of an European city. Our scheme achieves signi cant compression ratios and speed-up factors with visually indistinguishable results. We developed a technique that generates space-optimized texture atlases for the particular encoding of uncontinuous signals projected onto geometry. The scene is partitioned using a texture atlas tree that contains for each node a texture atlas. The leaf nodes of the tree contain scene geometry. The level of detail is controlled by traversing the tree and selecting the appropriate texture atlas for a given viewer position and orientation. In a preprocessing step, textures associated to each texture atlas node of the tree are packed. Textures are resized according to a given user-de ned texel size and the size of the geometry that are projected onto. We also use perceptual measures to assign texture space in accordance to image detail. We also explore different techniques for supporting texture wrapping of uncontinuous signals, which involved the development of e cient techniques for compressing texture coordinates via the GPU. Our approach supports texture ltering and DXTC compression without noticeable artifacts. We have implemented a prototype version of our space-optimized texture atlases technique and used it to render the 3D city model of Barcelona achieving interactive rendering frame rates. The whole model was composed by more than three million triangles and contained more than twenty thousand different textures representing the building facades with an average original resolution of 512 pixels per texture. Our scheme achieves up 100:1 compression ratios and speed-up factors of 20 with visually indistinguishable results
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