160,912 research outputs found

    Automating joiners

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    Pictures taken from different view points cannot be stitched into a geometrically consistent mosaic, unless the structure of the scene is very special. However, geometrical consistency is not the only criterion for success: incorporating multiple view points into the same picture may produce compelling and informative representations. A multi viewpoint form of visual expression that has recently become highly popular is that of joiners (a term coined by artist David Hockney). Joiners are compositions where photographs are layered on a 2D canvas, with some photographs occluding others and boundaries fully visible. Composing joiners is currently a tedious manual process, especially when a great number of photographs is involved. We are thus interested in automating their construction. Our approach is based on optimizing a cost function encouraging image-to-image consistency which is measured on point-features and along picture boundaries. The optimization looks for consistency in the 2D composition rather than 3D geometrical scene consistency and explicitly considers occlusion between pictures. We illustrate our ideas with a number of experiments on collections of images of objects, people, and outdoor scenes

    An Evaluation of Popular Copy-Move Forgery Detection Approaches

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    A copy-move forgery is created by copying and pasting content within the same image, and potentially post-processing it. In recent years, the detection of copy-move forgeries has become one of the most actively researched topics in blind image forensics. A considerable number of different algorithms have been proposed focusing on different types of postprocessed copies. In this paper, we aim to answer which copy-move forgery detection algorithms and processing steps (e.g., matching, filtering, outlier detection, affine transformation estimation) perform best in various postprocessing scenarios. The focus of our analysis is to evaluate the performance of previously proposed feature sets. We achieve this by casting existing algorithms in a common pipeline. In this paper, we examined the 15 most prominent feature sets. We analyzed the detection performance on a per-image basis and on a per-pixel basis. We created a challenging real-world copy-move dataset, and a software framework for systematic image manipulation. Experiments show, that the keypoint-based features SIFT and SURF, as well as the block-based DCT, DWT, KPCA, PCA and Zernike features perform very well. These feature sets exhibit the best robustness against various noise sources and downsampling, while reliably identifying the copied regions.Comment: Main paper: 14 pages, supplemental material: 12 pages, main paper appeared in IEEE Transaction on Information Forensics and Securit

    RLFC: Random Access Light Field Compression using Key Views and Bounded Integer Encoding

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    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

    autoAx: An Automatic Design Space Exploration and Circuit Building Methodology utilizing Libraries of Approximate Components

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    Approximate computing is an emerging paradigm for developing highly energy-efficient computing systems such as various accelerators. In the literature, many libraries of elementary approximate circuits have already been proposed to simplify the design process of approximate accelerators. Because these libraries contain from tens to thousands of approximate implementations for a single arithmetic operation it is intractable to find an optimal combination of approximate circuits in the library even for an application consisting of a few operations. An open problem is "how to effectively combine circuits from these libraries to construct complex approximate accelerators". This paper proposes a novel methodology for searching, selecting and combining the most suitable approximate circuits from a set of available libraries to generate an approximate accelerator for a given application. To enable fast design space generation and exploration, the methodology utilizes machine learning techniques to create computational models estimating the overall quality of processing and hardware cost without performing full synthesis at the accelerator level. Using the methodology, we construct hundreds of approximate accelerators (for a Sobel edge detector) showing different but relevant tradeoffs between the quality of processing and hardware cost and identify a corresponding Pareto-frontier. Furthermore, when searching for approximate implementations of a generic Gaussian filter consisting of 17 arithmetic operations, the proposed approach allows us to identify approximately 10310^3 highly important implementations from 102310^{23} possible solutions in a few hours, while the exhaustive search would take four months on a high-end processor.Comment: Accepted for publication at the Design Automation Conference 2019 (DAC'19), Las Vegas, Nevada, US

    Pushing the Limits of 3D Color Printing: Error Diffusion with Translucent Materials

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    Accurate color reproduction is important in many applications of 3D printing, from design prototypes to 3D color copies or portraits. Although full color is available via other technologies, multi-jet printers have greater potential for graphical 3D printing, in terms of reproducing complex appearance properties. However, to date these printers cannot produce full color, and doing so poses substantial technical challenges, from the shear amount of data to the translucency of the available color materials. In this paper, we propose an error diffusion halftoning approach to achieve full color with multi-jet printers, which operates on multiple isosurfaces or layers within the object. We propose a novel traversal algorithm for voxel surfaces, which allows the transfer of existing error diffusion algorithms from 2D printing. The resulting prints faithfully reproduce colors, color gradients and fine-scale details.Comment: 15 pages, 14 figures; includes supplemental figure

    A survey of exemplar-based texture synthesis

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    Exemplar-based texture synthesis is the process of generating, from an input sample, new texture images of arbitrary size and which are perceptually equivalent to the sample. The two main approaches are statistics-based methods and patch re-arrangement methods. In the first class, a texture is characterized by a statistical signature; then, a random sampling conditioned to this signature produces genuinely different texture images. The second class boils down to a clever "copy-paste" procedure, which stitches together large regions of the sample. Hybrid methods try to combine ideas from both approaches to avoid their hurdles. The recent approaches using convolutional neural networks fit to this classification, some being statistical and others performing patch re-arrangement in the feature space. They produce impressive synthesis on various kinds of textures. Nevertheless, we found that most real textures are organized at multiple scales, with global structures revealed at coarse scales and highly varying details at finer ones. Thus, when confronted with large natural images of textures the results of state-of-the-art methods degrade rapidly, and the problem of modeling them remains wide open.Comment: v2: Added comments and typos fixes. New section added to describe FRAME. New method presented: CNNMR

    A user-centered approach to rushes summarisation via highlight-detected keyframes

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    We present our keyframe-based summary approach for BBC Rushes video as part of the TRECVid Summarisation benchmark evaluation carried out in 2007. We outline our approach to summarisation that uses video processing for feature extraction and is informed by human factors considerations for summary presentation. Based on the performance of our generated summaries as reported by NIST, we subsequently undertook detailed failure analysis of our approach. The findings of this investigation as well as recommendations for alterations to our keyframe-based summary generation method, and the evaluation methodology for Rushes summaries in general, are detailed within this paper
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