4,317 research outputs found

    A recursive scheme for computing autocorrelation functions of decimated complex wavelet subbands

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    This paper deals with the problem of the exact computation of the autocorrelation function of a real or complex discrete wavelet subband of a signal, when the autocorrelation function (or Power Spectral Density, PSD) of the signal in the time domain (or spatial domain) is either known or estimated using a separate technique. The solution to this problem allows us to couple time domain noise estimation techniques to wavelet domain denoising algorithms, which is crucial for the development of blind wavelet-based denoising techniques. Specifically, we investigate the Dual-Tree complex wavelet transform (DT-CWT), which has a good directional selectivity in 2-D and 3-D, is approximately shift-invariant, and yields better denoising results than a discrete wavelet transform (DWT). The proposed scheme gives an analytical relationship between the PSD of the input signal/image and the PSD of each individual real/complex wavelet subband which is very useful for future developments. We also show that a more general technique, that relies on Monte-Carlo simulations, requires a large number of input samples for a reliable estimate, while the proposed technique does not suffer from this problem

    Bayesian demosaicing using Gaussian scale mixture priors with local adaptivity in the dual tree complex wavelet packet transform domain

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    In digital cameras and mobile phones, there is an ongoing trend to increase the image resolution, decrease the sensor size and to use lower exposure times. Because smaller sensors inherently lead to more noise and a worse spatial resolution, digital post-processing techniques are required to resolve many of the artifacts. Color filter arrays (CFAs), which use alternating patterns of color filters, are very popular because of price and power consumption reasons. However, color filter arrays require the use of a post-processing technique such as demosaicing to recover full resolution RGB images. Recently, there has been some interest in techniques that jointly perform the demosaicing and denoising. This has the advantage that the demosaicing and denoising can be performed optimally (e.g. in the MSE sense) for the considered noise model, while avoiding artifacts introduced when using demosaicing and denoising sequentially. ABSTRACT In this paper, we will continue the research line of the wavelet-based demosaicing techniques. These approaches are computationally simple and very suited for combination with denoising. Therefore, we will derive Bayesian Minimum Squared Error (MMSE) joint demosaicing and denoising rules in the complex wavelet packet domain, taking local adaptivity into account. As an image model, we will use Gaussian Scale Mixtures, thereby taking advantage of the directionality of the complex wavelets. Our results show that this technique is well capable of reconstructing fine details in the image, while removing all of the noise, at a relatively low computational cost. In particular, the complete reconstruction (including color correction, white balancing etc) of a 12 megapixel RAW image takes 3.5 sec on a recent mid-range GPU

    Image resolution enhancement using dual-tree complex wavelet transform

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    In this letter, a complex wavelet-domain image resolution enhancement algorithm based on the estimation of wavelet coefficients is proposed. The method uses a forward and inverse dual-tree complex wavelet transform (DT-CWT) to construct a high-resolution (HR) image from the given low-resolution (LR) image. The HR image is reconstructed from the LR image, together with a set of wavelet coefficients, using the inverse DT-CWT. The set of wavelet coefficients is estimated from the DT-CWT decomposition of the rough estimation of the HR image. Results are presented and discussed on very HR QuickBird data, through comparisons between state-of-the-art resolution enhancement methods

    Swarm Intelligence in Wavelet Based Video Coding

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    A Motion Estimation Algorithm Using DTCWT and ARPS

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    In this paper, a hybrid motion estimation algorithm utilizing the Dual Tree Complex Wavelet Transform (DTCWT) and the Adaptive Rood Pattern Search (ARPS) block is presented. The proposed algorithm first transforms each video sequence with DTCWT. The frame n of the video sequence is used as a reference input and the frame n+2 is used to find the motion vector. Next, the ARPS block search algorithm is carried out and followed by an inverse DTCWT. The motion compensation is then carried out on each inversed frame n and motion vector. The results show that PSNR can be improved for mobile device without depriving its quality. The proposed algorithm also takes less memory usage compared to the DCT-based algorithm. The main contribution of this work is a hybrid wavelet-based motion estimation algorithm for mobile devices. Other contribution is the visual quality scoring system as used in section 6

    Combining local regularity estimation and total variation optimization for scale-free texture segmentation

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    Texture segmentation constitutes a standard image processing task, crucial to many applications. The present contribution focuses on the particular subset of scale-free textures and its originality resides in the combination of three key ingredients: First, texture characterization relies on the concept of local regularity ; Second, estimation of local regularity is based on new multiscale quantities referred to as wavelet leaders ; Third, segmentation from local regularity faces a fundamental bias variance trade-off: In nature, local regularity estimation shows high variability that impairs the detection of changes, while a posteriori smoothing of regularity estimates precludes from locating correctly changes. Instead, the present contribution proposes several variational problem formulations based on total variation and proximal resolutions that effectively circumvent this trade-off. Estimation and segmentation performance for the proposed procedures are quantified and compared on synthetic as well as on real-world textures
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