60 research outputs found

    Automatic video segmentation employing object/camera modeling techniques

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    Practically established video compression and storage techniques still process video sequences as rectangular images without further semantic structure. However, humans watching a video sequence immediately recognize acting objects as semantic units. This semantic object separation is currently not reflected in the technical system, making it difficult to manipulate the video at the object level. The realization of object-based manipulation will introduce many new possibilities for working with videos like composing new scenes from pre-existing video objects or enabling user-interaction with the scene. Moreover, object-based video compression, as defined in the MPEG-4 standard, can provide high compression ratios because the foreground objects can be sent independently from the background. In the case that the scene background is static, the background views can even be combined into a large panoramic sprite image, from which the current camera view is extracted. This results in a higher compression ratio since the sprite image for each scene only has to be sent once. A prerequisite for employing object-based video processing is automatic (or at least user-assisted semi-automatic) segmentation of the input video into semantic units, the video objects. This segmentation is a difficult problem because the computer does not have the vast amount of pre-knowledge that humans subconsciously use for object detection. Thus, even the simple definition of the desired output of a segmentation system is difficult. The subject of this thesis is to provide algorithms for segmentation that are applicable to common video material and that are computationally efficient. The thesis is conceptually separated into three parts. In Part I, an automatic segmentation system for general video content is described in detail. Part II introduces object models as a tool to incorporate userdefined knowledge about the objects to be extracted into the segmentation process. Part III concentrates on the modeling of camera motion in order to relate the observed camera motion to real-world camera parameters. The segmentation system that is described in Part I is based on a background-subtraction technique. The pure background image that is required for this technique is synthesized from the input video itself. Sequences that contain rotational camera motion can also be processed since the camera motion is estimated and the input images are aligned into a panoramic scene-background. This approach is fully compatible to the MPEG-4 video-encoding framework, such that the segmentation system can be easily combined with an object-based MPEG-4 video codec. After an introduction to the theory of projective geometry in Chapter 2, which is required for the derivation of camera-motion models, the estimation of camera motion is discussed in Chapters 3 and 4. It is important that the camera-motion estimation is not influenced by foreground object motion. At the same time, the estimation should provide accurate motion parameters such that all input frames can be combined seamlessly into a background image. The core motion estimation is based on a feature-based approach where the motion parameters are determined with a robust-estimation algorithm (RANSAC) in order to distinguish the camera motion from simultaneously visible object motion. Our experiments showed that the robustness of the original RANSAC algorithm in practice does not reach the theoretically predicted performance. An analysis of the problem has revealed that this is caused by numerical instabilities that can be significantly reduced by a modification that we describe in Chapter 4. The synthetization of static-background images is discussed in Chapter 5. In particular, we present a new algorithm for the removal of the foreground objects from the background image such that a pure scene background remains. The proposed algorithm is optimized to synthesize the background even for difficult scenes in which the background is only visible for short periods of time. The problem is solved by clustering the image content for each region over time, such that each cluster comprises static content. Furthermore, it is exploited that the times, in which foreground objects appear in an image region, are similar to the corresponding times of neighboring image areas. The reconstructed background could be used directly as the sprite image in an MPEG-4 video coder. However, we have discovered that the counterintuitive approach of splitting the background into several independent parts can reduce the overall amount of data. In the case of general camera motion, the construction of a single sprite image is even impossible. In Chapter 6, a multi-sprite partitioning algorithm is presented, which separates the video sequence into a number of segments, for which independent sprites are synthesized. The partitioning is computed in such a way that the total area of the resulting sprites is minimized, while simultaneously satisfying additional constraints. These include a limited sprite-buffer size at the decoder, and the restriction that the image resolution in the sprite should never fall below the input-image resolution. The described multisprite approach is fully compatible to the MPEG-4 standard, but provides three advantages. First, any arbitrary rotational camera motion can be processed. Second, the coding-cost for transmitting the sprite images is lower, and finally, the quality of the decoded sprite images is better than in previously proposed sprite-generation algorithms. Segmentation masks for the foreground objects are computed with a change-detection algorithm that compares the pure background image with the input images. A special effect that occurs in the change detection is the problem of image misregistration. Since the change detection compares co-located image pixels in the camera-motion compensated images, a small error in the motion estimation can introduce segmentation errors because non-corresponding pixels are compared. We approach this problem in Chapter 7 by integrating risk-maps into the segmentation algorithm that identify pixels for which misregistration would probably result in errors. For these image areas, the change-detection algorithm is modified to disregard the difference values for the pixels marked in the risk-map. This modification significantly reduces the number of false object detections in fine-textured image areas. The algorithmic building-blocks described above can be combined into a segmentation system in various ways, depending on whether camera motion has to be considered or whether real-time execution is required. These different systems and example applications are discussed in Chapter 8. Part II of the thesis extends the described segmentation system to consider object models in the analysis. Object models allow the user to specify which objects should be extracted from the video. In Chapters 9 and 10, a graph-based object model is presented in which the features of the main object regions are summarized in the graph nodes, and the spatial relations between these regions are expressed with the graph edges. The segmentation algorithm is extended by an object-detection algorithm that searches the input image for the user-defined object model. We provide two objectdetection algorithms. The first one is specific for cartoon sequences and uses an efficient sub-graph matching algorithm, whereas the second processes natural video sequences. With the object-model extension, the segmentation system can be controlled to extract individual objects, even if the input sequence comprises many objects. Chapter 11 proposes an alternative approach to incorporate object models into a segmentation algorithm. The chapter describes a semi-automatic segmentation algorithm, in which the user coarsely marks the object and the computer refines this to the exact object boundary. Afterwards, the object is tracked automatically through the sequence. In this algorithm, the object model is defined as the texture along the object contour. This texture is extracted in the first frame and then used during the object tracking to localize the original object. The core of the algorithm uses a graph representation of the image and a newly developed algorithm for computing shortest circular-paths in planar graphs. The proposed algorithm is faster than the currently known algorithms for this problem, and it can also be applied to many alternative problems like shape matching. Part III of the thesis elaborates on different techniques to derive information about the physical 3-D world from the camera motion. In the segmentation system, we employ camera-motion estimation, but the obtained parameters have no direct physical meaning. Chapter 12 discusses an extension to the camera-motion estimation to factorize the motion parameters into physically meaningful parameters (rotation angles, focal-length) using camera autocalibration techniques. The speciality of the algorithm is that it can process camera motion that spans several sprites by employing the above multi-sprite technique. Consequently, the algorithm can be applied to arbitrary rotational camera motion. For the analysis of video sequences, it is often required to determine and follow the position of the objects. Clearly, the object position in image coordinates provides little information if the viewing direction of the camera is not known. Chapter 13 provides a new algorithm to deduce the transformation between the image coordinates and the real-world coordinates for the special application of sport-video analysis. In sport videos, the camera view can be derived from markings on the playing field. For this reason, we employ a model of the playing field that describes the arrangement of lines. After detecting significant lines in the input image, a combinatorial search is carried out to establish correspondences between lines in the input image and lines in the model. The algorithm requires no information about the specific color of the playing field and it is very robust to occlusions or poor lighting conditions. Moreover, the algorithm is generic in the sense that it can be applied to any type of sport by simply exchanging the model of the playing field. In Chapter 14, we again consider panoramic background images and particularly focus ib their visualization. Apart from the planar backgroundsprites discussed previously, a frequently-used visualization technique for panoramic images are projections onto a cylinder surface which is unwrapped into a rectangular image. However, the disadvantage of this approach is that the viewer has no good orientation in the panoramic image because he looks into all directions at the same time. In order to provide a more intuitive presentation of wide-angle views, we have developed a visualization technique specialized for the case of indoor environments. We present an algorithm to determine the 3-D shape of the room in which the image was captured, or, more generally, to compute a complete floor plan if several panoramic images captured in each of the rooms are provided. Based on the obtained 3-D geometry, a graphical model of the rooms is constructed, where the walls are displayed with textures that are extracted from the panoramic images. This representation enables to conduct virtual walk-throughs in the reconstructed room and therefore, provides a better orientation for the user. Summarizing, we can conclude that all segmentation techniques employ some definition of foreground objects. These definitions are either explicit, using object models like in Part II of this thesis, or they are implicitly defined like in the background synthetization in Part I. The results of this thesis show that implicit descriptions, which extract their definition from video content, work well when the sequence is long enough to extract this information reliably. However, high-level semantics are difficult to integrate into the segmentation approaches that are based on implicit models. Intead, those semantics should be added as postprocessing steps. On the other hand, explicit object models apply semantic pre-knowledge at early stages of the segmentation. Moreover, they can be applied to short video sequences or even still pictures since no background model has to be extracted from the video. The definition of a general object-modeling technique that is widely applicable and that also enables an accurate segmentation remains an important yet challenging problem for further research

    Non-Intrusive Gait Recognition Employing Ultra Wideband Signal Detection

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    A self-regulating and non-contact impulse radio ultra wideband (IR-UWB) based 3D human gait analysis prototype has been modeled and developed with the help of supervised machine learning (SML) for this application for the first time. The work intends to provide a rewarding assistive biomedical application which would help doctors and clinicians monitor human gait trait and abnormalities with less human intervention in the fields of physiological examinations, physiotherapy, home assistance, rehabilitation success determination and health diagnostics, etc. The research comprises IR-UWB data gathered from a number of male and female participants in both anechoic chamber and multi-path environments. In total twenty four individuals have been recruited, where twenty individuals were said to have normal gait and four persons complained of knee pain that resulted in compensated spastic walking patterns. A 3D postural model of human movements has been created from the backscattering property of the radar pulses employing understanding of spherical trigonometry and vector fields. This subjective data (height of the body areas from the ground) of an individual have been recorded and implemented to extract the gait trait from associated biomechanical activity and differentiates the lower limb movement patterns from other body areas. Initially, a 2D postural model of human gait is presented from IR-UWB sensing phenomena employing spherical co-ordinate and trigonometry where only two dimensions such as, distance from radar and height of reflection have been determined. There are five pivotal gait parameters; step frequency, cadence, step length, walking speed, total covered distance, and body orientation which have all been measured employing radar principles and short term Fourier transformation (STFT). Subsequently, the proposed gait identification and parameter characterization has been analysed, tested and validated against popularly accepted smartphone applications with resulting variations of less than 5%. Subsequently, the spherical trigonometric model has been elevated to a 3D postural model where the prototype can determine width of motion, distance from radar, and height of reflection. Vector algebra has been incorporated with this 3D model to measure knee angles and hip angles from the extension and flexion of lower limbs to understand the gait behavior throughout the entire range of bipedal locomotion. Simultaneously, the Microsoft Kinect Xbox One has been employed during the experiment to assist in the validation process. The same vector mathematics have been implemented to the skeleton data obtained from Kinect to determine both the hip and knee angles. The outcomes have been compared by statistical graphical approach Bland and Altman (B&A) analysis. Further, the changes of knee angles obtained from the normal gaits have been used to train popular SMLs such as, k-nearest neighbour (kNN) and support vector machines (SVM). The trained model has subsequently been tested with the new data (knee angles extracted from both normal and abnormal gait) to assess the prediction ability of gait abnormality recognition. The outcomes have been validated through standard and wellknown statistical performance metrics with promising results found. The outcomes prove the acceptability of the proposed non-contact IR-UWB gait recognition to detect gait

    Development of a smart weed detector and selective herbicide sprayer

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    Abstract: The fourth industrial revolution has brought about tremendous advancements in various sectors of the economy including the agricultural domain. Aimed at improving food production and alleviating poverty, these technological advancements through precision agriculture has ushered in optimized agricultural processes, real-time analysis and monitoring of agricultural data. The detrimental effects of applying agrochemicals in large or hard-to-reach farmlands and the need to treat a specific class of weed with a particular herbicide for effective weed elimination gave rise to the necessity of this research work...M.Ing. (Mechanical Engineering

    Advanced Image Acquisition, Processing Techniques and Applications

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    "Advanced Image Acquisition, Processing Techniques and Applications" is the first book of a series that provides image processing principles and practical software implementation on a broad range of applications. The book integrates material from leading researchers on Applied Digital Image Acquisition and Processing. An important feature of the book is its emphasis on software tools and scientific computing in order to enhance results and arrive at problem solution

    MediaSync: Handbook on Multimedia Synchronization

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    This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences

    2D and 3D segmentation of medical images.

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    "Cardiovascular disease is one of the leading causes of the morbidity and mortality in the western world today. Many different imaging modalities are in place today to diagnose and investigate cardiovascular diseases. Each of these, however, has strengths and weaknesses. There are different forms of noise and artifacts in each image modality that combine to make the field of medical image analysis both important and challenging. The aim of this thesis is develop a reliable method for segmentation of vessel structures in medical imaging, combining the expert knowledge of the user in such a way as to maintain efficiency whilst overcoming the inherent noise and artifacts present in the images. We present results from 2D segmentation techniques using different methodologies, before developing 3D techniques for segmenting vessel shape from a series of images. The main drive of the work involves the investigation of medical images obtained using catheter based techniques, namely Intra Vascular Ultrasound (IVUS) and Optical Coherence Tomography (OCT). We will present a robust segmentation paradigm, combining both edge and region information to segment the media-adventitia, and lumenal borders in those modalities respectively. By using a semi-interactive method that utilizes "soft" constraints, allowing imprecise user input which provides a balance between using the user's expert knowledge and efficiency. In the later part of the work, we develop automatic methods for segmenting the walls of lymph vessels. These methods are employed on sequential images in order to obtain data to reconstruct the vessel walls in the region of the lymph valves. We investigated methods to segment the vessel walls both individually and simultaneously, and compared the results both quantitatively and qualitatively in order obtain the most appropriate for the 3D reconstruction of the vessel wall. Lastly, we adapt the semi-interactive method used on vessels earlier into 3D to help segment out the lymph valve. This involved the user interactive method to provide guidance to help segment the boundary of the lymph vessel, then we apply a minimal surface segmentation methodology to provide segmentation of the valve.
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