75 research outputs found

    New block-based motion estimation for sequences with brightness variation and its application to static sprite generation for video compression

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    Author name used in this publication: Dagan FengCentre for Multimedia Signal Processing, Department of Electronic and Information Engineering2007-2008 > Academic research: refereed > Publication in refereed journalVersion of RecordPublishe

    A novel illumination compensation scheme for sprite coding

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    Author name used in this publication: Dagan FengCentre for Multimedia Signal Processing, Department of Electronic and Information EngineeringRefereed conference paper2004-2005 > Academic research: refereed > Refereed conference paperVersion of RecordPublishe

    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

    Development of practical vocational training class making use of virtual reality-based simulation system and augmented reality technologies

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    Virtual reality (VR) refers to the technologies creating a virtual environment to provide users a sensory simulation of the environment being presented. In Hong Kong Institute of Vocational Education (IVE), we are in the process of developing a VR-based simulation system having four screens surrounding users to simulate an immersive environment. This application is commonly known as the cave automatic virtual environment (CAVE). The objective of our VR-based simulation system project is to apply the virtual reality and the augmented reality (AR) technologies for practical training in vocational education and training (VET). Our system is used for various training programs in the engineering areas. These include simulation of any workspaces for operations and maintenance training in electrical and mechanical services. Workspace training is important and beneficial to VET students in addition to practical training in school settings. Meanwhile, some workspaces are full of danger and severe casualty can be resulted if inappropriate operations are performed. Our VRbased simulation system manages to provide a solution to complement the shortfalls of workplace training and ensure that students can acquire a range of skills including safety operations under various environments. In this paper, we introduce our design of a class making use of the CAVE system and augmented reality technology. The class aims at providing training for VET students to perform inspection and maintenance procedures in a virtual engine plant room. The class was found to be educational and managed to promote the skill development among students

    Platforms for handling and development of audiovisual data

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    Estågio realizado na MOG Solutions e orientado por Vítor TeixeiraTese de mestrado integrado. Engenharia Informåtca e Computação. Faculdade de Engenharia. Universidade do Porto. 200

    Advances in Spacecraft Systems and Orbit Determination

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    "Advances in Spacecraft Systems and Orbit Determinations", discusses the development of new technologies and the limitations of the present technology, used for interplanetary missions. Various experts have contributed to develop the bridge between present limitations and technology growth to overcome the limitations. Key features of this book inform us about the orbit determination techniques based on a smooth research based on astrophysics. The book also provides a detailed overview on Spacecraft Systems including reliability of low-cost AOCS, sliding mode controlling and a new view on attitude controller design based on sliding mode, with thrusters. It also provides a technological roadmap for HVAC optimization. The book also gives an excellent overview of resolving the difficulties for interplanetary missions with the comparison of present technologies and new advancements. Overall, this will be very much interesting book to explore the roadmap of technological growth in spacecraft systems

    Adaptive video delivery using semantics

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    The diffusion of network appliances such as cellular phones, personal digital assistants and hand-held computers has created the need to personalize the way media content is delivered to the end user. Moreover, recent devices, such as digital radio receivers with graphics displays, and new applications, such as intelligent visual surveillance, require novel forms of video analysis for content adaptation and summarization. To cope with these challenges, we propose an automatic method for the extraction of semantics from video, and we present a framework that exploits these semantics in order to provide adaptive video delivery. First, an algorithm that relies on motion information to extract multiple semantic video objects is proposed. The algorithm operates in two stages. In the first stage, a statistical change detector produces the segmentation of moving objects from the background. This process is robust with regard to camera noise and does not need manual tuning along a sequence or for different sequences. In the second stage, feedbacks between an object partition and a region partition are used to track individual objects along the frames. These interactions allow us to cope with multiple, deformable objects, occlusions, splitting, appearance and disappearance of objects, and complex motion. Subsequently, semantics are used to prioritize visual data in order to improve the performance of adaptive video delivery. The idea behind this approach is to organize the content so that a particular network or device does not inhibit the main content message. Specifically, we propose two new video adaptation strategies. The first strategy combines semantic analysis with a traditional frame-based video encoder. Background simplifications resulting from this approach do not penalize overall quality at low bitrates. The second strategy uses metadata to efficiently encode the main content message. The metadata-based representation of object's shape and motion suffices to convey the meaning and action of a scene when the objects are familiar. The impact of different video adaptation strategies is then quantified with subjective experiments. We ask a panel of human observers to rate the quality of adapted video sequences on a normalized scale. From these results, we further derive an objective quality metric, the semantic peak signal-to-noise ratio (SPSNR), that accounts for different image areas and for their relevance to the observer in order to reflect the focus of attention of the human visual system. At last, we determine the adaptation strategy that provides maximum value for the end user by maximizing the SPSNR for given client resources at the time of delivery. By combining semantic video analysis and adaptive delivery, the solution presented in this dissertation permits the distribution of video in complex media environments and supports a large variety of content-based applications

    Construction de mosaïques de super-résolution à partir de la vidéo de basse résolution. Application au résumé vidéo et la dissimulation d'erreurs de transmission.

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    La numĂ©risation des vidĂ©os existantes ainsi que le dĂ©veloppement explosif des services multimĂ©dia par des rĂ©seaux comme la diffusion de la tĂ©lĂ©vision numĂ©rique ou les communications mobiles ont produit une Ă©norme quantitĂ© de vidĂ©os compressĂ©es. Ceci nĂ©cessite des outils d’indexation et de navigation efficaces, mais une indexation avant l’encodage n’est pas habituelle. L’approche courante est le dĂ©codage complet des ces vidĂ©os pour ensuite crĂ©er des indexes. Ceci est trĂšs coĂ»teux et par consĂ©quent non rĂ©alisable en temps rĂ©el. De plus, des informations importantes comme le mouvement, perdus lors du dĂ©codage, sont reestimĂ©es bien que dĂ©jĂ  prĂ©sentes dans le flux comprimĂ©. Notre but dans cette thĂšse est donc la rĂ©utilisation des donnĂ©es dĂ©jĂ  prĂ©sents dans le flux comprimĂ© MPEG pour l’indexation et la navigation rapide. Plus prĂ©cisĂ©ment, nous extrayons des coefficients DC et des vecteurs de mouvement. Dans le cadre de cette thĂšse, nous nous sommes en particulier intĂ©ressĂ©s Ă  la construction de mosaĂŻques Ă  partir des images DC extraites des images I. Une mosaĂŻque est construite par recalage et fusion de toutes les images d’une sĂ©quence vidĂ©o dans un seul systĂšme de coordonnĂ©es. Ce dernier est en gĂ©nĂ©ral alignĂ© avec une des images de la sĂ©quence : l’image de rĂ©fĂ©rence. Il en rĂ©sulte une seule image qui donne une vue globale de la sĂ©quence. Ainsi, nous proposons dans cette thĂšse un systĂšme complet pour la construction des mosaĂŻques Ă  partir du flux MPEG-1/2 qui tient compte de diffĂ©rentes problĂšmes apparaissant dans des sĂ©quences vidĂ©o rĂ©eles, comme par exemple des objets en mouvment ou des changements d’éclairage. Une tĂąche essentielle pour la construction d’une mosaĂŻque est l’estimation de mouvement entre chaque image de la sĂ©quence et l’image de rĂ©fĂ©rence. Notre mĂ©thode se base sur une estimation robuste du mouvement global de la camĂ©ra Ă  partir des vecteurs de mouvement des images P. Cependant, le mouvement global de la camĂ©ra estimĂ© pour une image P peut ĂȘtre incorrect car il dĂ©pend fortement de la prĂ©cision des vecteurs encodĂ©s. Nous dĂ©tectons les images P concernĂ©es en tenant compte des coefficients DC de l’erreur encodĂ©e associĂ©e et proposons deux mĂ©thodes pour corriger ces mouvements. UnemosaĂŻque construite Ă  partir des images DC a une rĂ©solution trĂšs faible et souffre des effets d’aliasing dus Ă  la nature des images DC. Afin d’augmenter sa rĂ©solution et d’amĂ©liorer sa qualitĂ© visuelle, nous appliquons une mĂ©thode de super-rĂ©solution basĂ©e sur des rĂ©tro-projections itĂ©ratives. Les mĂ©thodes de super-rĂ©solution sont Ă©galement basĂ©es sur le recalage et la fusion des images d’une sĂ©quence vidĂ©o, mais sont accompagnĂ©es d’une restauration d’image. Dans ce cadre, nous avons dĂ©veloppĂ© une nouvellemĂ©thode d’estimation de flou dĂ» au mouvement de la camĂ©ra ainsi qu’une mĂ©thode correspondante de restauration spectrale. La restauration spectrale permet de traiter le flou globalement, mais, dans le cas des obvi jets ayant un mouvement indĂ©pendant du mouvement de la camĂ©ra, des flous locaux apparaissent. C’est pourquoi, nous proposons un nouvel algorithme de super-rĂ©solution dĂ©rivĂ© de la restauration spatiale itĂ©rative de Van Cittert et Jansson permettant de restaurer des flous locaux. En nous basant sur une segmentation d’objets en mouvement, nous restaurons sĂ©parĂ©ment lamosaĂŻque d’arriĂšre-plan et les objets de l’avant-plan. Nous avons adaptĂ© notre mĂ©thode d’estimation de flou en consĂ©quence. Dans une premier temps, nous avons appliquĂ© notre mĂ©thode Ă  la construction de rĂ©sumĂ© vidĂ©o avec pour l’objectif la navigation rapide par mosaĂŻques dans la vidĂ©o compressĂ©e. Puis, nous Ă©tablissions comment la rĂ©utilisation des rĂ©sultats intermĂ©diaires sert Ă  d’autres tĂąches d’indexation, notamment Ă  la dĂ©tection de changement de plan pour les images I et Ă  la caractĂ©risation dumouvement de la camĂ©ra. Enfin, nous avons explorĂ© le domaine de la rĂ©cupĂ©ration des erreurs de transmission. Notre approche consiste en construire une mosaĂŻque lors du dĂ©codage d’un plan ; en cas de perte de donnĂ©es, l’information manquante peut ĂȘtre dissimulĂ©e grace Ă  cette mosaĂŻque

    Novel block-based motion estimation and segmentation for video coding

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    EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Energy efficient enabling technologies for semantic video processing on mobile devices

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    Semantic object-based processing will play an increasingly important role in future multimedia systems due to the ubiquity of digital multimedia capture/playback technologies and increasing storage capacity. Although the object based paradigm has many undeniable benefits, numerous technical challenges remain before the applications becomes pervasive, particularly on computational constrained mobile devices. A fundamental issue is the ill-posed problem of semantic object segmentation. Furthermore, on battery powered mobile computing devices, the additional algorithmic complexity of semantic object based processing compared to conventional video processing is highly undesirable both from a real-time operation and battery life perspective. This thesis attempts to tackle these issues by firstly constraining the solution space and focusing on the human face as a primary semantic concept of use to users of mobile devices. A novel face detection algorithm is proposed, which from the outset was designed to be amenable to be offloaded from the host microprocessor to dedicated hardware, thereby providing real-time performance and reducing power consumption. The algorithm uses an Artificial Neural Network (ANN), whose topology and weights are evolved via a genetic algorithm (GA). The computational burden of the ANN evaluation is offloaded to a dedicated hardware accelerator, which is capable of processing any evolved network topology. Efficient arithmetic circuitry, which leverages modified Booth recoding, column compressors and carry save adders, is adopted throughout the design. To tackle the increased computational costs associated with object tracking or object based shape encoding, a novel energy efficient binary motion estimation architecture is proposed. Energy is reduced in the proposed motion estimation architecture by minimising the redundant operations inherent in the binary data. Both architectures are shown to compare favourable with the relevant prior art
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