4,031 research outputs found

    Efficient Distance Transformation for Path-based Metrics

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    In many applications, separable algorithms have demonstrated their efficiency to perform high performance volumetric processing of shape, such as distance transformation or medial axis extraction. In the literature, several authors have discussed about conditions on the metric to be considered in a separable approach. In this article, we present generic separable algorithms to efficiently compute Voronoi maps and distance transformations for a large class of metrics. Focusing on path-based norms (chamfer masks, neighborhood sequences...), we propose efficient algorithms to compute such volumetric transformation in dimension nn. We describe a new O(nNnlogN(n+logf))O(n\cdot N^n\cdot\log{N}\cdot(n+\log f)) algorithm for shapes in a NnN^n domain for chamfer norms with a rational ball of ff facets (compared to O(fn2Nn)O(f^{\lfloor\frac{n}{2}\rfloor}\cdot N^n) with previous approaches). Last we further investigate an even more elaborate algorithm with the same worst-case complexity, but reaching a complexity of O(nNnlogf(n+logf))O(n\cdot N^n\cdot\log{f}\cdot(n+\log f)) experimentally, under assumption of regularity distribution of the mask vectors

    Loss-resilient Coding of Texture and Depth for Free-viewpoint Video Conferencing

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    Free-viewpoint video conferencing allows a participant to observe the remote 3D scene from any freely chosen viewpoint. An intermediate virtual viewpoint image is commonly synthesized using two pairs of transmitted texture and depth maps from two neighboring captured viewpoints via depth-image-based rendering (DIBR). To maintain high quality of synthesized images, it is imperative to contain the adverse effects of network packet losses that may arise during texture and depth video transmission. Towards this end, we develop an integrated approach that exploits the representation redundancy inherent in the multiple streamed videos a voxel in the 3D scene visible to two captured views is sampled and coded twice in the two views. In particular, at the receiver we first develop an error concealment strategy that adaptively blends corresponding pixels in the two captured views during DIBR, so that pixels from the more reliable transmitted view are weighted more heavily. We then couple it with a sender-side optimization of reference picture selection (RPS) during real-time video coding, so that blocks containing samples of voxels that are visible in both views are more error-resiliently coded in one view only, given adaptive blending will erase errors in the other view. Further, synthesized view distortion sensitivities to texture versus depth errors are analyzed, so that relative importance of texture and depth code blocks can be computed for system-wide RPS optimization. Experimental results show that the proposed scheme can outperform the use of a traditional feedback channel by up to 0.82 dB on average at 8% packet loss rate, and by as much as 3 dB for particular frames

    The World of Fast Moving Objects

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    The notion of a Fast Moving Object (FMO), i.e. an object that moves over a distance exceeding its size within the exposure time, is introduced. FMOs may, and typically do, rotate with high angular speed. FMOs are very common in sports videos, but are not rare elsewhere. In a single frame, such objects are often barely visible and appear as semi-transparent streaks. A method for the detection and tracking of FMOs is proposed. The method consists of three distinct algorithms, which form an efficient localization pipeline that operates successfully in a broad range of conditions. We show that it is possible to recover the appearance of the object and its axis of rotation, despite its blurred appearance. The proposed method is evaluated on a new annotated dataset. The results show that existing trackers are inadequate for the problem of FMO localization and a new approach is required. Two applications of localization, temporal super-resolution and highlighting, are presented

    AStreaming Distance Transform Algorithm for Neighborhood-Sequence Distances

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    Projections et distances discrètes

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    Le travail se situe dans le domaine de la géométrie discrète. La tomographie discrète sera abordée sous l'angle de ses liens avec la théorie de l'information, illustrés par l'application de la transformation Mojette et de la "Finite Radon Transform" au codage redondant d'information pour la transmission et le stockage distribué. Les distances discrètes seront exposées selon les points de vue théorique (avec une nouvelle classe de distances construites par des chemins à poids variables) et algorithmique (transformation en distance, axe médian, granulométrie) en particulier par des méthodes en un balayage d'image (en "streaming"). Le lien avec les séquences d'entiers non-décroissantes et l'inverse de Lambek-Moser sera mis en avant
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