11,912 research outputs found

    Fuzzy Clustering for Image Segmentation Using Generic Shape Information

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    The performance of clustering algorithms for image segmentation are highly sensitive to the features used and types of objects in the image, which ultimately limits their generalization capability. This provides strong motivation to investigate integrating shape information into the clustering framework to improve the generality of these algorithms. Existing shape-based clustering techniques mainly focus on circular and elliptical clusters and so are unable to segment arbitrarily-shaped objects. To address this limitation, this paper presents a new shape-based algorithm called fuzzy clustering for image segmentation using generic shape information (FCGS), which exploits the B-spline representation of an object's shape in combination with the Gustafson-Kessel clustering algorithm. Qualitative and quantitative results for FCGS confirm its superior segmentation performance consistently compared to well-established shape-based clustering techniques, for a wide range of test images comprising various regular and arbitrary-shaped objects

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    Optical Image Blending for Underwater Mosaics

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    Typical problems for creation of consistent underwater mosaic are misalignment and inhomogeneous illumination of the image frames, which causes visible seams and consequently complicates post-processing of the mosaics such as object recognition and shape extraction. Two recently developed image blending methods were explored in the literature: gradient domain stitching and graph-cut method, and they allow for improvement of illumination inconsistency and ghosting effects, respectively. However, due to the specifics of underwater imagery, these two methods cannot be used within a straightforward manner. In this paper, a new improved blending algorithm is proposed based on these two methods. By comparing with the previous methods from a perceptual point of view and as a potential input for pattern recognition algorithms, our results show an improvement in decreasing the mosaic degradation due to feature doubling and rapid illumination change

    Texture-based Visualization of Metrics on Software Architectures

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    We present a method that combines textures, blending, and scattered-data interpolation to visualize several metrics defined on overlapping areas-of-interest on UML class diagrams. We aim to simplify the task of visually correlating the distribution and outlier values of a multivariate metric dataset with a system’s structure. We illustrate our method on a class diagram of a real-world system.

    Embedded Implicit Stand-ins for Animated Meshes: a Case of Hybrid Modelling

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    In this paper we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. This approach is used to model the interaction between an animated mesh object and a viscoelastic substance, normally modelled in implicit form. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented

    Neurocognitive Informatics Manifesto.

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    Informatics studies all aspects of the structure of natural and artificial information systems. Theoretical and abstract approaches to information have made great advances, but human information processing is still unmatched in many areas, including information management, representation and understanding. Neurocognitive informatics is a new, emerging field that should help to improve the matching of artificial and natural systems, and inspire better computational algorithms to solve problems that are still beyond the reach of machines. In this position paper examples of neurocognitive inspirations and promising directions in this area are given
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