1,168 research outputs found

    A Modified Distortion Measurement Algorithm for Shape Coding

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    Efficient encoding of object boundaries has become increasingly prominent in areas such as content-based storage and retrieval, studio and television post-production facilities, mobile communications and other real-time multimedia applications. The way distortion between the actual and approximated shapes is measured however, has a major impact upon the quality of the shape coding algorithms. In existing shape coding methods, the distortion measure do not generate an actual distortion value, so this paper proposes a new distortion measure, called a modified distortion measure for shape coding (DMSC) which incorporates an actual perceptual distance. The performance of the Operational Rate Distortion optimal algorithm [1] incorporating DMSC has been empirically evaluated upon a number of different natural and synthetic arbitrary shapes. Both qualitative and quantitative results confirm the superior results in comparison with the ORD lgorithm for all test shapes, without any increase in computational complexity

    Geometric distortion measurement for shape coding: a contemporary review

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    Geometric distortion measurement and the associated metrics involved are integral to the rate-distortion (RD) shape coding framework, with importantly the efficacy of the metrics being strongly influenced by the underlying measurement strategy. This has been the catalyst for many different techniques with this paper presenting a comprehensive review of geometric distortion measurement, the diverse metrics applied and their impact on shape coding. The respective performance of these measuring strategies is analysed from both a RD and complexity perspective, with a recent distortion measurement technique based on arc-length-parameterisation being comparatively evaluated. Some contemporary research challenges are also investigated, including schemes to effectively quantify shape deformation

    The State of the Art in Cartograms

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    Cartograms combine statistical and geographical information in thematic maps, where areas of geographical regions (e.g., countries, states) are scaled in proportion to some statistic (e.g., population, income). Cartograms make it possible to gain insight into patterns and trends in the world around us and have been very popular visualizations for geo-referenced data for over a century. This work surveys cartogram research in visualization, cartography and geometry, covering a broad spectrum of different cartogram types: from the traditional rectangular and table cartograms, to Dorling and diffusion cartograms. A particular focus is the study of the major cartogram dimensions: statistical accuracy, geographical accuracy, and topological accuracy. We review the history of cartograms, describe the algorithms for generating them, and consider task taxonomies. We also review quantitative and qualitative evaluations, and we use these to arrive at design guidelines and research challenges

    A generic shape descriptor using Bezier curves

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    Bezier curves are robust tool for a wide array of applications ranging from computer-aided design to calligraphic character, outlining and object shape description. In terms of the control point generation process, existing shape descriptor techniques that employ Bezier curves do not distinguish between regions where an object's shape changes rapidly and those where the change is more gradual or flat. This can lead to an erroneous shape description, particularly where there are significantly sharp changes in shape, such as at sharp corners. This paper presents a novel shape description algorithm called a generic shape descriptor using Bezier curves (SDBC), which defines a new strategy for Bezier control point generation by integrating domain specific information about the shape of an object in a particular region. The strategy also includes an improved dynamic fixed length coding scheme for control points. The SDBC framework has been rigorously tested upon a number of arbitrary shapes, and both quantitative and qualitative analyses have confirmed its superior performance in comparison with existing algorithms

    Dynamic Bezier curves for variable rate-distortion

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    Bezier curves (BC) are important tools in a wide range of diverse and challenging applications, from computer-aided design to generic object shape descriptors. A major constraint of the classical BC is that only global information concerning control points (CP) is considered, consequently there may be a sizeable gap between the BC and its control polygon (CtrlPoly), leading to a large distortion in shape representation. While BC variants like degree elevation, composite BC and refinement and subdivision narrow this gap, they increase the number of CP and thereby both the required bit-rate and computational complexity. In addition, while quasi-Bezier curves (QBC) close the gap without increasing the number of CP, they reduce the underlying distortion by only a fixed amount. This paper presents a novel contribution to BC theory, with the introduction of a dynamic Bezier curve (DBC) model, which embeds variable localised CP information into the inherently global Bezier framework, by strategically moving BC points towards the CtrlPoly. A shifting parameter (SP) is defined that enables curves lying within the region between the BC and CtrlPoly to be generated, with no commensurate increase in CP. DBC provides a flexible rate-distortion (RD) criterion for shape coding applications, with a theoretical model for determining the optimal SP value for any admissible distortion being formulated. Crucially DBC retains core properties of the classical BC, including the convex hull and affine invariance, and can be seamlessly integrated into both the vertex-based shape coding and shape descriptor frameworks to improve their RD performance. DBC has been empirically tested upon a number of natural and synthetically shaped objects, with qualitative and quantitative results confirming its consistently superior shape approximation performance, compared with the classical BC, QBC and other established BC-based shape descriptor techniques

    PREFERENCE OF CONSUMERS TOWARD NON-DISTORTED GRAPHICS ON FULL-BODY SHRINK SLEEVE LABELS

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    Past research has indicated that shrink sleeves can lead to higher product trial rates, better long-term sales, and greater likelihood of brand loyalty. A pilot study and a primary experiment were conducted to investigate the significance of distortion and the ability of the Human Visual System (HVS) to recognize it in packaging design. Distortion works primarily in shrink film on which an image is printed, so these studies dealt only with reductive distortion. The pilot study aimed to identify the absolute threshold, or Just-Noticeable-Difference (JND) for a change from no stimulus, for simple polygons. The primary experiment focused on graphic distortion in full body shrink sleeves (FBSS). Treatments presented each of the stimulus levels, along with a control for comparison, using a 2-AFC (Alternative Forced-Choice) Method. This study used a mixed 2 (labels) x 3 (bottles) x 5 (distortion increments) model, effectively 30 treatments in a Randomized Complete Block Design (RCBD). Label was a between-subject variable while Bottle Shape and Distortion Percentage were within-subject variables. Data indicated that distortion has a significant effect at 100%, but that there is not a threshold at which consumers are guaranteed to perceive graphic distortion on FBSS. Men detected distortion better than women. Participants who said distortion would prevent a purchase decision had the same tolerance as those who reported that it would not. Bottle shape may only impact consumer acceptance of distortion with some percentages of distortion. Familiarity with a brand name label may increase consumer tolerance and acceptance of distortion, and may do so more on some bottle shapes

    Ubiquitous Scalable Graphics: An End-to-End Framework using Wavelets

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    Advances in ubiquitous displays and wireless communications have fueled the emergence of exciting mobile graphics applications including 3D virtual product catalogs, 3D maps, security monitoring systems and mobile games. Current trends that use cameras to capture geometry, material reflectance and other graphics elements means that very high resolution inputs is accessible to render extremely photorealistic scenes. However, captured graphics content can be many gigabytes in size, and must be simplified before they can be used on small mobile devices, which have limited resources, such as memory, screen size and battery energy. Scaling and converting graphics content to a suitable rendering format involves running several software tools, and selecting the best resolution for target mobile device is often done by trial and error, which all takes time. Wireless errors can also affect transmitted content and aggressive compression is needed for low-bandwidth wireless networks. Most rendering algorithms are currently optimized for visual realism and speed, but are not resource or energy efficient on mobile device. This dissertation focuses on the improvement of rendering performance by reducing the impacts of these problems with UbiWave, an end-to-end Framework to enable real time mobile access to high resolution graphics using wavelets. The framework tackles the issues including simplification, transmission, and resource efficient rendering of graphics content on mobile device based on wavelets by utilizing 1) a Perceptual Error Metric (PoI) for automatically computing the best resolution of graphics content for a given mobile display to eliminate guesswork and save resources, 2) Unequal Error Protection (UEP) to improve the resilience to wireless errors, 3) an Energy-efficient Adaptive Real-time Rendering (EARR) heuristic to balance energy consumption, rendering speed and image quality and 4) an Energy-efficient Streaming Technique. The results facilitate a new class of mobile graphics application which can gracefully adapt the lowest acceptable rendering resolution to the wireless network conditions and the availability of resources and battery energy on mobile device adaptively

    Quality Measurements on Quantised Meshes

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    In computer graphics, triangle mesh has emerged as the ubiquitous shape rep- resentation for 3D modelling and visualisation applications. Triangle meshes, often undergo compression by specialised algorithms for the purposes of storage and trans- mission. During the compression processes, the coordinates of the vertices of the triangle meshes are quantised using fixed-point arithmetic. Potentially, that can alter the visual quality of the 3D model. Indeed, if the number of bits per vertex coordinate is too low, the mesh will be deemed by the user as visually too coarse as quantisation artifacts will become perceptible. Therefore, there is the need for the development of quality metrics that will enable us to predict the visual appearance of a triangle mesh at a given level of vertex coordinate quantisation

    Perceptual quality and visual experience analysis for polygon mesh on different display devices

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    Polygon mesh models have been widely used in various areas due to its high degree of verisimilitude and interactivity. Since the mesh models usually undergo various phases of signal processing for the purpose of storage, simplification, transmission, and deformation, the perceptual quality as well as the visual experience of mesh models are often subject to distortions at every stage. Therefore, investigating the perceptual quality and the visual experience of mesh models have become one of the major tasks for both the academia and industry. In this paper, we have designed two subjective experiments to investigate the perceptual quality and the visual experience in both the virtual reality environment and the traditional 2-D environment. Experimental results showed that there is no statistically significant difference in the quality perception between the two viewing conditions, independent of the model content, the distortion type, and the distortion level. On the contrary, there exists significant difference in the visual experience between the two viewing conditions under various factors. This paper helps researchers to better understand the quality perception behavior and the visual experience toward polygon mesh models

    Representation and coding of 3D video data

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    Livrable D4.1 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D4.1 du projet
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