39 research outputs found

    High Dynamic Range Images Coding: Embedded and Multiple Description

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    The aim of this work is to highlight and discuss a new paradigm for representing high-dynamic range (HDR) images that can be used for both its coding and describing its multimedia content. In particular, the new approach defines a new representation domain that, conversely from the classical compressed one, enables to identify and exploit content metadata. Information related to content are used here to control both the encoding and the decoding process and are directly embedded in the compressed data stream. Firstly, thanks to the proposed solution, the content description can be quickly accessed without the need of fully decoding the compressed stream. This fact ensures a significant improvement in the performance of search and retrieval systems, such as for semantic browsing of image databases. Then, other potential benefits can be envisaged especially in the field of management and distribution of multimedia content, because the direct embedding of content metadata preserves the consistency between content stream and content description without the need of other external frameworks, such as MPEG-21. The paradigm proposed here may also be shifted to Multiple description coding, where different representations of the HDR image can be generated accordingly to its content. The advantages provided by the new proposed method are visible at different levels, i.e. when evaluating the redundancy reduction. Moreover, the descriptors extracted from the compressed data stream could be actively used in complex applications, such as fast retrieval of similar images from huge databases

    High Dynamic Range Visual Content Compression

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    This thesis addresses the research questions of High Dynamic Range (HDR) visual contents compression. The HDR representations are intended to represent the actual physical value of the light rather than exposed value. The current HDR compression schemes are the extension of legacy Low Dynamic Range (LDR) compressions, by using Tone-Mapping Operators (TMO) to reduce the dynamic range of the HDR contents. However, introducing TMO increases the overall computational complexity, and it causes the temporal artifacts. Furthermore, these compression schemes fail to compress non-salient region differently than the salient region, when Human Visual System (HVS) perceives them differently. The main contribution of this thesis is to propose a novel Mapping-free visual saliency-guided HDR content compression scheme. Firstly, the relationship of Discrete Wavelet Transform (DWT) lifting steps and TMO are explored. A novel approach to compress HDR image by Joint Photographic Experts Group (JPEG) 2000 codec while backward compatible to LDR is proposed. This approach exploits the reversibility of tone mapping and scalability of DWT. Secondly, the importance of the TMO in the HDR compression is evaluated in this thesis. A mapping-free post HDR image compression based on JPEG and JPEG2000 standard codecs for current HDR image formats is proposed. This approach exploits the structure of HDR formats. It has an equivalent compression performance and the lowest computational complexity compared to the existing HDR lossy compressions (50% lower than the state-of-the-art). Finally, the shortcomings of the current HDR visual saliency models, and HDR visual saliency-guided compression are explored in this thesis. A spatial saliency model for HDR visual content outperform others by 10% for spatial visual prediction task with 70% lower computational complexity is proposed. Furthermore, the experiment suggested more than 90% temporal saliency is predicted by the proposed spatial model. Moreover, the proposed saliency model can be used to guide the HDR compression by applying different quantization factor according to the intensity of predicted saliency map

    Efficient Encoding of Wireless Capsule Endoscopy Images Using Direct Compression of Colour Filter Array Images

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    Since its invention in 2001, wireless capsule endoscopy (WCE) has played an important role in the endoscopic examination of the gastrointestinal tract. During this period, WCE has undergone tremendous advances in technology, making it the first-line modality for diseases from bleeding to cancer in the small-bowel. Current research efforts are focused on evolving WCE to include functionality such as drug delivery, biopsy, and active locomotion. For the integration of these functionalities into WCE, two critical prerequisites are the image quality enhancement and the power consumption reduction. An efficient image compression solution is required to retain the highest image quality while reducing the transmission power. The issue is more challenging due to the fact that image sensors in WCE capture images in Bayer Colour filter array (CFA) format. Therefore, standard compression engines provide inferior compression performance. The focus of this thesis is to design an optimized image compression pipeline to encode the capsule endoscopic (CE) image efficiently in CFA format. To this end, this thesis proposes two image compression schemes. First, a lossless image compression algorithm is proposed consisting of an optimum reversible colour transformation, a low complexity prediction model, a corner clipping mechanism and a single context adaptive Golomb-Rice entropy encoder. The derivation of colour transformation that provides the best performance for a given prediction model is considered as an optimization problem. The low complexity prediction model works in raster order fashion and requires no buffer memory. The application of colour transformation yields lower inter-colour correlation and allows the efficient independent encoding of the colour components. The second compression scheme in this thesis is a lossy compression algorithm with a integer discrete cosine transformation at its core. Using the statistics obtained from a large dataset of CE image, an optimum colour transformation is derived using the principal component analysis (PCA). The transformed coefficients are quantized using optimized quantization table, which was designed with a focus to discard medically irrelevant information. A fast demosaicking algorithm is developed to reconstruct the colour image from the lossy CFA image in the decoder. Extensive experiments and comparisons with state-of-the-art lossless image compression methods establish the superiority of the proposed compression methods as simple and efficient image compression algorithm. The lossless algorithm can transmit the image in a lossless manner within the available bandwidth. On the other hand, performance evaluation of lossy compression algorithm indicates that it can deliver high quality images at low transmission power and low computation costs

    Robust density modelling using the student's t-distribution for human action recognition

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    The extraction of human features from videos is often inaccurate and prone to outliers. Such outliers can severely affect density modelling when the Gaussian distribution is used as the model since it is highly sensitive to outliers. The Gaussian distribution is also often used as base component of graphical models for recognising human actions in the videos (hidden Markov model and others) and the presence of outliers can significantly affect the recognition accuracy. In contrast, the Student's t-distribution is more robust to outliers and can be exploited to improve the recognition rate in the presence of abnormal data. In this paper, we present an HMM which uses mixtures of t-distributions as observation probabilities and show how experiments over two well-known datasets (Weizmann, MuHAVi) reported a remarkable improvement in classification accuracy. © 2011 IEEE

    Efficient implementations of machine vision algorithms using a dynamically typed programming language

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    Current machine vision systems (or at least their performance critical parts) are predominantly implemented using statically typed programming languages such as C, C++, or Java. Statically typed languages however are unsuitable for development and maintenance of large scale systems. When choosing a programming language, dynamically typed languages are usually not considered due to their lack of support for high-performance array operations. This thesis presents efficient implementations of machine vision algorithms with the (dynamically typed) Ruby programming language. The Ruby programming language was used, because it has the best support for meta-programming among the currently popular programming languages. Although the Ruby programming language was used, the approach presented in this thesis could be applied to any programming language which has equal or stronger support for meta-programming (e.g. Racket (former PLT Scheme)). A Ruby library for performing I/O and array operations was developed as part of this thesis. It is demonstrated how the library facilitates concise implementations of machine vision algorithms commonly used in industrial automation. I.e. this thesis is about a different way of implementing machine vision systems. The work could be applied to prototype and in some cases implement machine vision systems in industrial automation and robotics. The development of real-time machine vision software is facilitated as follows 1. A JIT compiler is used to achieve real-time performance. It is demonstrated that the Ruby syntax is sufficient to integrate the JIT compiler transparently. 2. Various I/O devices are integrated for seamless acquisition, display, and storage of video and audio data. In combination these two developments preserve the expressiveness of the Ruby programming language while providing good run-time performance of the resulting implementation. To validate this approach, the performance of different operations is compared with the performance of equivalent C/C++ programs

    Discrete Wavelet Transforms

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    The discrete wavelet transform (DWT) algorithms have a firm position in processing of signals in several areas of research and industry. As DWT provides both octave-scale frequency and spatial timing of the analyzed signal, it is constantly used to solve and treat more and more advanced problems. The present book: Discrete Wavelet Transforms: Algorithms and Applications reviews the recent progress in discrete wavelet transform algorithms and applications. The book covers a wide range of methods (e.g. lifting, shift invariance, multi-scale analysis) for constructing DWTs. The book chapters are organized into four major parts. Part I describes the progress in hardware implementations of the DWT algorithms. Applications include multitone modulation for ADSL and equalization techniques, a scalable architecture for FPGA-implementation, lifting based algorithm for VLSI implementation, comparison between DWT and FFT based OFDM and modified SPIHT codec. Part II addresses image processing algorithms such as multiresolution approach for edge detection, low bit rate image compression, low complexity implementation of CQF wavelets and compression of multi-component images. Part III focuses watermaking DWT algorithms. Finally, Part IV describes shift invariant DWTs, DC lossless property, DWT based analysis and estimation of colored noise and an application of the wavelet Galerkin method. The chapters of the present book consist of both tutorial and highly advanced material. Therefore, the book is intended to be a reference text for graduate students and researchers to obtain state-of-the-art knowledge on specific applications

    Visual quality assessment for super-resolved images: database and method

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    Image super-resolution (SR) has been an active re-search problem which has recently received renewed interest due to the introduction of new technologies such as deep learning. However, the lack of suitable criteria to evaluate the SR perfor-mance has hindered technology development. In this paper, we fill a gap in the literature by providing the first publicly available database as well as a new image quality assessment (IQA) method specifically designed for assessing the visual quality of su-per-resolved images (SRIs). In constructing the Quality Assess-ment Database for SRIs (QADS), we carefully selected 20 refer-ence images and created 980 SRIs using 21 image SR methods. Mean opinion score (MOS) for these SRIs are collected through 100 individuals participating a suitably designed psychovisual experiment. Extensive numerical and statistical analysis is per-formed to show that the MOS of QADS has excellent suitability and reliability. The psychovisual experiment has led to the dis-covery that, unlike distortions encountered in other IQA data-bases, artifacts of the SRIs degenerate the image structure as well as image texture. Moreover, the structural and textural degener-ations have distinctive perceptual properties. Based on these in-sights, we propose a novel method to assess the visual quality of SRIs by separately considering the structural and textural com-ponents of images. Observing that textural degenerations are mainly attributed to dissimilar texture or checkerboard artifacts, we propose to measure the changes of textural distributions. We also observe that structural degenerations appear as blurring and jaggies artifacts in SRIs and develop separate similarity measures for different types of structural degenerations. A new pooling mechanism is then used to fuse the different similarities together to give the final quality score for an SRI. Experiments conducted on the QADS demonstrate that our method significantly outper-forms classical as well as current state-of-the-art IQA methods

    Efficient implementations of machine vision algorithms using a dynamically typed programming language

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    Current machine vision systems (or at least their performance critical parts) are predominantly implemented using statically typed programming languages such as C, C++, or Java. Statically typed languages however are unsuitable for development and maintenance of large scale systems. When choosing a programming language, dynamically typed languages are usually not considered due to their lack of support for high-performance array operations. This thesis presents efficient implementations of machine vision algorithms with the (dynamically typed) Ruby programming language. The Ruby programming language was used, because it has the best support for meta-programming among the currently popular programming languages. Although the Ruby programming language was used, the approach presented in this thesis could be applied to any programming language which has equal or stronger support for meta-programming (e.g. Racket (former PLT Scheme)). A Ruby library for performing I/O and array operations was developed as part of this thesis. It is demonstrated how the library facilitates concise implementations of machine vision algorithms commonly used in industrial automation. I.e. this thesis is about a different way of implementing machine vision systems. The work could be applied to prototype and in some cases implement machine vision systems in industrial automation and robotics. The development of real-time machine vision software is facilitated as follows 1. A JIT compiler is used to achieve real-time performance. It is demonstrated that the Ruby syntax is sufficient to integrate the JIT compiler transparently. 2. Various I/O devices are integrated for seamless acquisition, display, and storage of video and audio data. In combination these two developments preserve the expressiveness of the Ruby programming language while providing good run-time performance of the resulting implementation. To validate this approach, the performance of different operations is compared with the performance of equivalent C/C++ programs.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    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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