483 research outputs found
Skin Lesion Extraction And Its Application
In this thesis, I study skin lesion detection and its applications to skin cancer diagnosis. A skin lesion detection algorithm is proposed. The proposed algorithm is based color information and threshold. For the proposed algorithm, several color spaces are studied and the detection results are compared. Experimental results show that YUV color space can achieve the best performance. Besides, I develop a distance histogram based threshold selection method and the method is proven to be better than other adaptive threshold selection methods for color detection. Besides the detection algorithms, I also investigate GPU speed-up techniques for skin lesion extraction and the results show that GPU has potential applications in speeding-up skin lesion extraction. Based on the skin lesion detection algorithms proposed, I developed a mobile-based skin cancer diagnosis application. In this application, the user with an iPhone installed with the proposed application can use the iPhone as a diagnosis tool to find the potential skin lesions in a persons\u27 skin and compare the skin lesions detected by the iPhone with the skin lesions stored in a database in a remote server
Fast GPU Accelerated Stereo Correspondence for Embedded Surveillance Camera Systems
Many surveillance applications could benefit from the use of stereo cam- eras for depth perception. While state-of-the-art methods provide high quality scene depth information, many of the methods are very time consuming and not suitable for real-time usage in limited embedded systems. This study was conducted to examine stereo correlation methods to find a suitable algorithm for real-time or near real-time depth perception through disparity maps in a stereo video surveillance camera with an embedded GPU. Moreover, novel refinements and alternations was investigated to further improve performance and quality. Quality tests were conducted in Octave while GPU suitability and performance tests were done in C++ with the OpenGL ES 2.0 library. The result is a local stereo correlation method using Normalized Cross Correlation together with sparse support windows and a suggested improvement for pixel-wise matching confidence. Applying sparse support windows increased frame rate by 35% with minimal quality penalty as compared to using full support windows
On the Hardware/Software Design and Implementation of a High Definition Multiview Video Surveillance System
published_or_final_versio
Large-Scale Image Processing Using MapReduce
JĂ€lgides tĂ€napĂ€eva tehnoloogia arengut ning odavate fotokaamerate ĂŒha laialdasemat levikut, on ĂŒha selgem, et ĂŒhe osa ĂŒha kasvavast inimeste tekitatud andmete hulgast moodustavad pildid. Teades, et tĂ”enĂ€oliselt tuleb neid andmeid ka töödelda, ning et ĂŒksikute arvutite vĂ”imsus ei luba kohati juba praegu neid mahukamate ĂŒlesannete jaoks kasutada, on inimesed hakanud uurima mitmete hajusarvutuse mudelite pakutavaid vĂ”imalusi. Ăks selline on MapReduce, mille pĂ”hiliseks aluseks on arvutuste ĂŒldisele kujule viimine, seades programmeerija ĂŒlesandeks defineerida vaid selle, mis toimub andmetega nelja arvutuse faasi - Input, Map, Reduce, Output - jooksul. Kuna sellest mudelist on olemas kvaliteetseid vabavara realisatsioone, ning mahukamateks arvutusteks on kerge vaeva ja vĂ€hese kuluga vĂ”imalik rentida vajalik infrastruktuur, siis on selline lĂ€henemine pilditöötlusele muutunud peaaegu igaĂŒhele kĂ€ttesaadavaks.
Antud magistritöö eesmĂ€rgiks on uurida MapReduce mudeli kasutatavust suuremahulise pilditöötluse vallas. Selleks vaatlen eraldi juhte, kus tegemist on tavalistest piltidest koosneva suure andmestikuga, ning kus tuleb töödelda ĂŒhte suuremahulist pilti. Samuti jagan nelja klassi vahel kĂ”ik pilditöötlusalgoritmid, nimetades need vastavalt lokaalseteks, iteratiivseteks lokaalseteks, mittelokaalseteks ja iteratiivseteks mittelokaalseteks algoritmideks. Kasutades neid jaotusi, kirjeldan ĂŒldiselt pĂ”hilisi probleeme ja takistusi, mis vĂ”ivad segada mingit tĂŒĂŒpi algoritmide hajusat rakendamist mingit tĂŒĂŒpi piltandmetel, ning pakun vĂ€lja vĂ”imalikke lahendusi.
Töö praktilises osas kirjeldan MapReduce mudeli kasutamist Apache Hadoop raamistikuga kahel erineval andmestikul, millest esimene on 265GiB-suurune pildikogu, ning teine 6.99 gigapiksli suurune mikroskoobifoto. Esimese nĂ€ite puhul on ĂŒlesandeks pildikogust meta-andmete eraldamine, kasutades selleks objekti- ning tekstituvastust. Teise andmestiku puhul on ĂŒlesandeks töödelda pilti ĂŒhe kindla mitteiteratiivse lokaalse algoritmiga. Kuigi mĂ”lemal juhul on tegemist vaid katsetamise eesmĂ€rgil loodud rakendustega, on mĂ”lemal puhul nĂ€ha, et olemasolevate pilditöötluse algoritmide MapReduce programmideks teisendamine on kĂŒllaltki lihtne, ning ei too endaga kaasa suuri kadusid jĂ”udluses.
KokkuvĂ”tteks vĂ€idan, et tavapĂ€rases mÔÔdus piltidest koosnevate andmestike puhul on MapReduce mudel lihtne viis arvutusi hajusale kujule viies kiirendada, kuid suuremahuliste piltide puhul kehtib see enamasti ainult mitteiteratiivsete lokaalsete algoritmidega.Due to the increasing popularity of cheap digital photography equipment, personal computing devices with easy to use cameras, and an overall im- provement of image capture technology with regard to quality, the amount of data generated by people each day shows trends of growing faster than the processing capabilities of single devices. For other tasks related to large-scale data, humans have already turned towards distributed computing as a way to side-step impending physical limitations to processing hardware by com- bining the resources of many computers and providing programmers various different interfaces to the resulting construct, relieving them from having to account for the intricacies stemming from itâs physical structure. An example of this is the MapReduce model, which - by way of placing all calculations to a string of Input-Map-Reduce-Output operations capable of working in- dependently - allows for easy application of distributed computing for many trivially parallelised processes. With the aid of freely available implemen- tations of this model and cheap computing infrastructure offered by cloud providers, having access to expensive purpose-built hardware or in-depth un- derstanding of parallel programming are no longer required of anyone who wishes to work with large-scale image data. In this thesis, I look at the issues of processing two kinds of such data - large data-sets of regular images and single large images - using MapReduce. By further classifying image pro- cessing algorithms to iterative/non-iterative and local/non-local, I present a general analysis on why different combinations of algorithms and data might be easier or harder to adapt for distributed processing with MapReduce. Finally, I describe the application of distributed image processing on two ex- ample cases: a 265GiB data-set of photographs and a 6.99 gigapixel image. Both preliminary analysis and practical results indicate that the MapReduce model is well suited for distributed image processing in the first case, whereas in the second case, this is true for only local non-iterative algorithms, and further work is necessary in order to provide a conclusive decision
Towards a Common Software/Hardware Methodology for Future Advanced Driver Assistance Systems
The European research project DESERVE (DEvelopment platform for Safe and Efficient dRiVE, 2012-2015) had the aim of designing and developing a platform tool to cope with the continuously increasing complexity and the simultaneous need to reduce cost for future embedded Advanced Driver Assistance Systems (ADAS). For this purpose, the DESERVE platform profits from cross-domain software reuse, standardization of automotive software component interfaces, and easy but safety-compliant integration of heterogeneous modules. This enables the development of a new generation of ADAS applications, which challengingly combine different functions, sensors, actuators, hardware platforms, and Human Machine Interfaces (HMI). This book presents the different results of the DESERVE project concerning the ADAS development platform, test case functions, and validation and evaluation of different approaches. The reader is invited to substantiate the content of this book with the deliverables published during the DESERVE project. Technical topics discussed in this book include:Modern ADAS development platforms;Design space exploration;Driving modelling;Video-based and Radar-based ADAS functions;HMI for ADAS;Vehicle-hardware-in-the-loop validation system
About the development of visual search algorithms and their hardware implementations
2015 - 2016The main goal of my work is to exploit the benefits of a hardware implementation
of a 3D visual search pipeline. The term visual search refers
to the task of searching objects in the environment starting from the real
world representation. Object recognition today is mainly based on scene
descriptors, an unique description for special spots in the data structure.
This task has been implemented traditionally for years using just plain
images: an image descriptor is a feature vector used to describe a position
in the images. Matching descriptors present in different viewing of the
same scene should allows the same spot to be found from different angles,
therefore a good descriptor should be robust with respect to changes in:
scene luminosity, camera affine transformations (rotation, scale and translation),
camera noise and object affine transformations. Clearly, by using
2D images it is not possible to be robust with respect to the change in the
projective space, e.g. if the object is rotated with respect to the up camera
axes its 2D projection will dramatically change. For this reason, alongside
2D descriptors, many techniques have been proposed to solve the projective
transformation problem using 3D descriptors that allow to map the shape of
the objects and consequently the surface real appearance. This category of
descriptors relies on 3D Point Cloud and Disparity Map to build a reliable
feature vector which is invariant to the projective transformation. More
sophisticated techniques are needed to obtain the 3D representation of the
scene and, if necessary, the texture of the 3D model and obviously these
techniques are also more computationally intensive than the simple image
capture. The field of 3D model acquisition is very broad, it is possible to
distinguish between two main categories: active and passive methods. In
the active methods category we can find special devices able to obtain 3D
information projecting special light and. Generally an infrared projector
is coupled with a camera: while the infrared light projects a well known
and fixed pattern, the camera will receive the information of the patterns
reflection on a certain surface and the distortion in the pattern will give
the precise depth of every point in the scene. These kind of sensors are of
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course expensive and not very efficient from the power consumption point of
view, since a lot of power is wasted projecting light and the use of lasers also
imposes eye safety rules on frame rate and transmissed power. Another way
to obtain 3D models is to use passive stereo vision techniques, where two
(or more) cameras are required which only acquire the scene appearance.
Using the two (or more) images as input for a stereo matching algorithm it
is possible to reconstruct the 3D world. Since more computational resources
will be needed for this task, hardware acceleration can give an impressive
performance boost over pure software approach.
In this work I will explore the principal steps of a visual search pipeline
composed by a 3D vision and a 3D description system. Both systems
will take advantage of a parallelized architecture prototyped in RTL and
implemented on an FPGA platform. This is a huge research field and in
this work I will try to explain the reason for all the choices I made for my
implementation, e.g. chosen algorithms, applied heuristics to accelerate
the performance and selected device. In the first chapter we explain the
Visual Search issues, showing the main components required by a Visual
Search pipeline. Then I show the implemented architecture for a stereo
vision system based on a Bio-informatics inspired approach, where the final
system can process up to 30fps at 1024 Ă 768 pixels. After that a clever
method for boosting the performance of 3D descriptor is presented and as
last chapter the final architecture for the SHOT descriptor on FPGA will
be presented. [edited by author]Lâobiettivo principale di questo lavoro eâ quello di esplorare i benefici di una
implementazione hardware per una pipeline di visual search 3D. Il termine
visual search si riferisce al problema di ricerca di oggetti nellâambiente.
Lâobject recognition ai giorni nostri eâ principalmente basato sullâuso di
descrittori della scena, una descrizione univoca per i punti salienti. Questo
compito eâ stato implementato per anni utilizzando immagini: il descrittore
di un punto dellâimmagine eâ un semplice vettore di caratteristiche. Accoppiando
i descrittori presenti in differenti viste della stessa scena permette
di trovare punti nello spazio visibili da entrambe le viste. Chiaramente,
utilizzando immagini 2D non eâ possibile avere descrittori che sono robusti a
cambiamenti della prospettiva, per questo motivo, molte tecniche sono state
proposte per risolvere questo problema utilizzando descrittori 3D. Questa
categoria di descrittori si avvale di 3D point cloud e mappe di disparitaâ.
Ovviamente tecniche piuâ sofisticate sono necessarie per ottenere la rappresentazione
3D della scena. Il campo dellâacquisizione 3D eâ molto vasto ed
eâ possibile distinguere tra due categorie di sensori: sensori attivi e passivi.
Tra i sensori attivi possiamo annoverare dispositivi in grado di proiettare un
pattern di luce infrarossa sulla scena, questo pattern noto presenta delle variazioni
dovute agli oggetti presenti nella scena. Una camera infrarossi riceve
lâimmagine distorta del pattern e deduce la geometria della scena. Questo
tipo di dispositivi non sono molto efficienti dal punto di vista energetico
dato che un sacco di corrente viene consumata per proiettare il pattern. Un
altro modo per ottenere un modello 3D eâ quello di usare sensori passivi,
una coppia di telecamere puoâ essere utilizzata per ottenere informazioni
utilizzando metodi di triangolazione. Questi metodi peroâ richiedono un
sacco di potenza computazionale nel caso di applicazioni real time, per
questo motivo eâ necessario utilizzare dispositivi ad-hoc quali architetture
hardware dedicate implementate mediante lâuso di FPGA e ASIC.
In questo lavoro ho esplorato gli step principali di una pipeline per la visual
search composta da un sistema di visione 3D e uno per la descrizione di
punti. Entrambi i sistemi si avvalgono di achitetture hardware dedicate
prototipate in RTL e implementate su FPGA. Questo eâ un grosso campo
di lavoro e provo ad esplorare i benefici di una implementazione harwadere
per lâaccelerazione degli algoritmi stessi e il risparmi di energia elettrica. [a cura dell'autore]XV n.s
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