122 research outputs found
Fast Color Quantization Using Weighted Sort-Means Clustering
Color quantization is an important operation with numerous applications in
graphics and image processing. Most quantization methods are essentially based
on data clustering algorithms. However, despite its popularity as a general
purpose clustering algorithm, k-means has not received much respect in the
color quantization literature because of its high computational requirements
and sensitivity to initialization. In this paper, a fast color quantization
method based on k-means is presented. The method involves several modifications
to the conventional (batch) k-means algorithm including data reduction, sample
weighting, and the use of triangle inequality to speed up the nearest neighbor
search. Experiments on a diverse set of images demonstrate that, with the
proposed modifications, k-means becomes very competitive with state-of-the-art
color quantization methods in terms of both effectiveness and efficiency.Comment: 30 pages, 2 figures, 4 table
Variable Resolution & Dimensional Mapping For 3d Model Optimization
Three-dimensional computer models, especially geospatial architectural data sets, can be visualized in the same way humans experience the world, providing a realistic, interactive experience. Scene familiarization, architectural analysis, scientific visualization, and many other applications would benefit from finely detailed, high resolution, 3D models. Automated methods to construct these 3D models traditionally has produced data sets that are often low fidelity or inaccurate; otherwise, they are initially highly detailed, but are very labor and time intensive to construct. Such data sets are often not practical for common real-time usage and are not easily updated. This thesis proposes Variable Resolution & Dimensional Mapping (VRDM), a methodology that has been developed to address some of the limitations of existing approaches to model construction from images. Key components of VRDM are texture palettes, which enable variable and ultra-high resolution images to be easily composited; texture features, which allow image features to integrated as image or geometry, and have the ability to modify the geometric model structure to add detail. These components support a primary VRDM objective of facilitating model refinement with additional data. This can be done until the desired fidelity is achieved as practical limits of infinite detail are approached. Texture Levels, the third component, enable real-time interaction with a very detailed model, along with the flexibility of having alternate pixel data for a given area of the model and this is achieved through extra dimensions. Together these techniques have been used to construct models that can contain GBs of imagery data
Improved Encoding for Compressed Textures
For the past few decades, graphics hardware has supported mapping a two dimensional image, or texture, onto a three dimensional surface to add detail during rendering. The complexity of modern applications using interactive graphics hardware have created an explosion of the amount of data needed to represent these images. In order to alleviate the amount of memory required to store and transmit textures, graphics hardware manufacturers have introduced hardware decompression units into the texturing pipeline. Textures may now be stored as compressed in memory and decoded at run-time in order to access the pixel data. In order to encode images to be used with these hardware features, many compression algorithms are run offline as a preprocessing step, often times the most time-consuming step in the asset preparation pipeline. This research presents several techniques to quickly serve compressed texture data. With the goal of interactive compression rates while maintaining compression quality, three algorithms are presented in the class of endpoint compression formats. The first uses intensity dilation to estimate compression parameters for low-frequency signal-modulated compressed textures and offers up to a 3X improvement in compression speed. The second, FasTC, shows that by estimating the final compression parameters, partition-based formats can choose an approximate partitioning and offer orders of magnitude faster encoding speed. The third, SegTC, shows additional improvement over selecting a partitioning by using a global segmentation to find the boundaries between image features. This segmentation offers an additional 2X improvement over FasTC while maintaining similar compressed quality. Also presented is a case study in using texture compression to benefit two dimensional concave path rendering. Compressing pixel coverage textures used for compositing yields both an increase in rendering speed and a decrease in storage overhead. Additionally an algorithm is presented that uses a single layer of indirection to adaptively select the block size compressed for each texture, giving a 2X increase in compression ratio for textures of mixed detail. Finally, a texture storage representation that is decoded at runtime on the GPU is presented. The decoded texture is still compressed for graphics hardware but uses 2X fewer bytes for storage and network bandwidth.Doctor of Philosoph
Depth-Map Image Compression Based on Region and Contour Modeling
In this thesis, the problem of depth-map image compression is treated. The compilation of articles included in the thesis provides methodological contributions in the fields of lossless and lossy compression of depth-map images.The first group of methods addresses the lossless compression problem. The introduced methods are using the approach of representing the depth-map image in terms of regions and contours. In the depth-map image, a segmentation defines the regions, by grouping pixels having similar properties, and separates them using (region) contours. The depth-map image is encoded by the contours and the auxiliary information needed to reconstruct the depth values in each region.One way of encoding the contours is to describe them using two matrices of horizontal and vertical contour edges. The matrices are encoded using template context coding where each context tree is optimally pruned. In certain contexts, the contour edges are found deterministically using only the currently available information. Another way of encoding the contours is to describe them as a sequence of contour segments. Each such segment is defined by an anchor (starting) point and a string of contour edges, equivalent to a string of chain-code symbols. Here we propose efficient ways to select and encode the anchor points and to generate contour segments by using a contour crossing point analysis and by imposing rules that help in minimizing the number of anchor points.The regions are reconstructed at the decoder using predictive coding or the piecewise constant model representation. In the first approach, the large constant regions are found and one depth value is encoded for each such region. For the rest of the image, suitable regions are generated by constraining the local variation of the depth level from one pixel to another. The nonlinear predictors selected specifically for each region are combining the results of several linear predictors, each fitting optimally a subset of pixels belonging to the local neighborhood. In the second approach, the depth value of a given region is encoded using the depth values of the neighboring regions already encoded. The natural smoothness of the depth variation and the mutual exclusiveness of the values in neighboring regions are exploited to efficiently predict and encode the current region's depth value.The second group of methods is studying the lossy compression problem. In a first contribution, different segmentations are generated by varying the threshold for the depth local variability. A lossy depth-map image is obtained for each segmentation and is encoded based on predictive coding, quantization and context tree coding. In another contribution, the lossy versions of one image are created either by successively merging the constant regions of the original image, or by iteratively splitting the regions of a template image using horizontal or vertical line segments. Merging and splitting decisions are greedily taken, according to the best slope towards the next point in the rate-distortion curve. An entropy coding algorithm is used to encode each image.We propose also a progressive coding method for coding the sequence of lossy versions of a depth-map image. The bitstream is encoded so that any lossy version of the original image is generated, starting from a very low resolution up to lossless reconstruction. The partitions of the lossy versions into regions are assumed to be nested so that a higher resolution image is obtained by splitting some regions of a lower resolution image. A current image in the sequence is encoded using the a priori information from a previously encoded image: the anchor points are encoded relative to the already encoded contour points; the depth information of the newly resulting regions is recovered using the depth value of the parent region.As a final contribution, the dissertation includes a study of the parameterization of planar models. The quantized heights at three-pixel locations are used to compute the optimal plane for each region. The three-pixel locations are selected so that the distortion due to the approximation of the plane over the region is minimized. The planar model and the piecewise constant model are competing in the merging process, where the two regions to be merged are those ensuring the optimal slope in the rate-distortion curve
AUTOMATED FEATURE EXTRACTION AND CONTENT-BASED RETRIEVAL OFPATHOLOGY MICROSCOPIC IMAGES USING K-MEANS CLUSTERING AND CODE RUN-LENGTH PROBABILITY DISTRIBUTION
The dissertation starts with an extensive literature survey on the current issues in content-based image retrieval (CBIR) research, the state-of-the-art theories, methodologies, and implementations, covering topics such as general information retrieval theories, imaging, image feature identification and extraction, feature indexing and multimedia database search, user-system interaction, relevance feedback, and performance evaluation. A general CBIR framework has been proposed with three layers: image document space, feature space, and concept space. The framework emphasizes that while the projection from the image document space to the feature space is algorithmic and unrestricted, the connection between the feature space and the concept space is based on statistics instead of semantics. The scheme favors image features that do not rely on excessive assumptions about image contentAs an attempt to design a new CBIR methodology following the above framework, k-means clustering color quantization is applied to pathology microscopic images, followed by code run-length probability distribution feature extraction. Kulback-Liebler divergence is used as distance measure for feature comparison. For content-based retrieval, the distance between two images is defined as a function of all individual features. The process is highly automated and the system is capable of working effectively across different tissues without human interference. Possible improvements and future directions have been discussed
Algorithms for the reconstruction, analysis, repairing and enhancement of 3D urban models from multiple data sources
Over the last few years, there has been a notorious growth in the field of digitization of 3D buildings and urban environments. The substantial improvement of both scanning hardware and reconstruction algorithms has led to the development of representations of buildings and cities that can be remotely transmitted and inspected in real-time. Among the applications that implement these technologies are several GPS navigators and virtual globes such as Google Earth or the tools provided by the Institut Cartogràfic i Geològic de Catalunya.
In particular, in this thesis, we conceptualize cities as a collection of individual buildings. Hence, we focus on the individual processing of one structure at a time, rather than on the larger-scale processing of urban environments.
Nowadays, there is a wide diversity of digitization technologies, and the choice of the appropriate one is key for each particular application. Roughly, these techniques can be grouped around three main families:
- Time-of-flight (terrestrial and aerial LiDAR).
- Photogrammetry (street-level, satellite, and aerial imagery).
- Human-edited vector data (cadastre and other map sources).
Each of these has its advantages in terms of covered area, data quality, economic cost, and processing effort.
Plane and car-mounted LiDAR devices are optimal for sweeping huge areas, but acquiring and calibrating such devices is not a trivial task. Moreover, the capturing process is done by scan lines, which need to be registered using GPS and inertial data. As an alternative, terrestrial LiDAR devices are more accessible but cover smaller areas, and their sampling strategy usually produces massive point clouds with over-represented plain regions. A more inexpensive option is street-level imagery. A dense set of images captured with a commodity camera can be fed to state-of-the-art multi-view stereo algorithms to produce realistic-enough reconstructions. One other advantage of this approach is capturing high-quality color data, whereas the geometric information is usually lacking.
In this thesis, we analyze in-depth some of the shortcomings of these data-acquisition methods and propose new ways to overcome them. Mainly, we focus on the technologies that allow high-quality digitization of individual buildings. These are terrestrial LiDAR for geometric information and street-level imagery for color information.
Our main goal is the processing and completion of detailed 3D urban representations. For this, we will work with multiple data sources and combine them when possible to produce models that can be inspected in real-time. Our research has focused on the following contributions:
- Effective and feature-preserving simplification of massive point clouds.
- Developing normal estimation algorithms explicitly designed for LiDAR data.
- Low-stretch panoramic representation for point clouds.
- Semantic analysis of street-level imagery for improved multi-view stereo reconstruction.
- Color improvement through heuristic techniques and the registration of LiDAR and imagery data.
- Efficient and faithful visualization of massive point clouds using image-based techniques.Durant els darrers anys, hi ha hagut un creixement notori en el camp de la digitalització d'edificis en 3D i entorns urbans. La millora substancial tant del maquinari d'escaneig com dels algorismes de reconstrucció ha portat al desenvolupament de representacions d'edificis i ciutats que es poden transmetre i inspeccionar remotament en temps real. Entre les aplicacions que implementen aquestes tecnologies hi ha diversos navegadors GPS i globus virtuals com Google Earth o les eines proporcionades per l'Institut Cartogràfic i Geològic de Catalunya. En particular, en aquesta tesi, conceptualitzem les ciutats com una col·lecció d'edificis individuals. Per tant, ens centrem en el processament individual d'una estructura a la vegada, en lloc del processament a gran escala d'entorns urbans. Avui en dia, hi ha una àmplia diversitat de tecnologies de digitalització i la selecció de l'adequada és clau per a cada aplicació particular. Aproximadament, aquestes tècniques es poden agrupar en tres famílies principals: - Temps de vol (LiDAR terrestre i aeri). - Fotogrametria (imatges a escala de carrer, de satèl·lit i aèries). - Dades vectorials editades per humans (cadastre i altres fonts de mapes). Cadascun d'ells presenta els seus avantatges en termes d'àrea coberta, qualitat de les dades, cost econòmic i esforç de processament. Els dispositius LiDAR muntats en avió i en cotxe són òptims per escombrar àrees enormes, però adquirir i calibrar aquests dispositius no és una tasca trivial. A més, el procés de captura es realitza mitjançant línies d'escaneig, que cal registrar mitjançant GPS i dades inercials. Com a alternativa, els dispositius terrestres de LiDAR són més accessibles, però cobreixen àrees més petites, i la seva estratègia de mostreig sol produir núvols de punts massius amb regions planes sobrerepresentades. Una opció més barata són les imatges a escala de carrer. Es pot fer servir un conjunt dens d'imatges capturades amb una càmera de qualitat mitjana per obtenir reconstruccions prou realistes mitjançant algorismes estèreo d'última generació per produir. Un altre avantatge d'aquest mètode és la captura de dades de color d'alta qualitat. Tanmateix, la informació geomètrica resultant sol ser de baixa qualitat. En aquesta tesi, analitzem en profunditat algunes de les mancances d'aquests mètodes d'adquisició de dades i proposem noves maneres de superar-les. Principalment, ens centrem en les tecnologies que permeten una digitalització d'alta qualitat d'edificis individuals. Es tracta de LiDAR terrestre per obtenir informació geomètrica i imatges a escala de carrer per obtenir informació sobre colors. El nostre objectiu principal és el processament i la millora de representacions urbanes 3D amb molt detall. Per a això, treballarem amb diverses fonts de dades i les combinarem quan sigui possible per produir models que es puguin inspeccionar en temps real. La nostra investigació s'ha centrat en les següents contribucions: - Simplificació eficaç de núvols de punts massius, preservant detalls d'alta resolució. - Desenvolupament d'algoritmes d'estimació normal dissenyats explícitament per a dades LiDAR. - Representació panoràmica de baixa distorsió per a núvols de punts. - Anàlisi semàntica d'imatges a escala de carrer per millorar la reconstrucció estèreo de façanes. - Millora del color mitjançant tècniques heurístiques i el registre de dades LiDAR i imatge. - Visualització eficient i fidel de núvols de punts massius mitjançant tècniques basades en imatges
GPU data structures for graphics and vision
Graphics hardware has in recent years become increasingly programmable, and its programming APIs use the stream processor model to expose massive parallelization to the programmer. Unfortunately, the inherent restrictions of the stream processor model, used by the GPU in order to maintain high performance, often pose a problem in porting CPU algorithms for both video and volume processing to graphics hardware. Serial data dependencies which accelerate CPU processing are counterproductive for the data-parallel GPU.
This thesis demonstrates new ways for tackling well-known problems of large scale video/volume analysis. In some instances, we enable processing on the restricted hardware model by re-introducing algorithms from early computer graphics research. On other occasions, we use newly discovered, hierarchical data structures to circumvent the random-access read/fixed write restriction that had previously kept sophisticated analysis algorithms from running solely on graphics hardware. For 3D processing, we apply known game graphics concepts such as mip-maps, projective texturing, and dependent texture lookups to show how video/volume processing can benefit algorithmically from being implemented in a graphics API.
The novel GPU data structures provide drastically increased processing speed, and lift processing heavy operations to real-time performance levels, paving the way for new and interactive vision/graphics applications.Graphikhardware wurde in den letzen Jahren immer weiter programmierbar. Ihre APIs verwenden das Streamprozessor-Modell, um die massive Parallelisierung auch für den Programmierer verfügbar zu machen. Leider folgen aus dem strikten Streamprozessor-Modell, welches die GPU für ihre hohe Rechenleistung benötigt, auch Hindernisse in der Portierung von CPU-Algorithmen zur Video- und Volumenverarbeitung auf die GPU. Serielle Datenabhängigkeiten beschleunigen zwar CPU-Verarbeitung, sind aber für die daten-parallele GPU kontraproduktiv .
Diese Arbeit präsentiert neue Herangehensweisen für bekannte Probleme der Video- und Volumensverarbeitung. Teilweise wird die Verarbeitung mit Hilfe von modifizierten Algorithmen aus der frühen Computergraphik-Forschung an das beschränkte Hardwaremodell angepasst. Anderswo helfen neu entdeckte, hierarchische Datenstrukturen beim Umgang mit den Schreibzugriff-Restriktionen die lange die Portierung von komplexeren Bildanalyseverfahren verhindert hatten. In der 3D-Verarbeitung nutzen wir bekannte Konzepte aus der Computerspielegraphik wie Mipmaps, projektive Texturierung, oder verkettete Texturzugriffe, und zeigen auf welche Vorteile die Video- und Volumenverarbeitung aus hardwarebeschleunigter Graphik-API-Implementation ziehen kann.
Die präsentierten GPU-Datenstrukturen bieten drastisch schnellere Verarbeitung und heben rechenintensive Operationen auf Echtzeit-Niveau. Damit werden neue, interaktive Bildverarbeitungs- und Graphik-Anwendungen möglich
Development of Some Efficient Lossless and Lossy Hybrid Image Compression Schemes
Digital imaging generates a large amount of data which needs to be compressed, without loss of relevant information, to economize storage space and allow speedy
data transfer. Though both storage and transmission medium capacities have been continuously increasing over the last two decades, they dont match the present requirement. Many lossless and lossy image compression schemes exist for compression of images in space domain and transform domain. Employing more than one traditional image compression algorithms results in hybrid image compression techniques. Based on the existing schemes, novel hybrid image compression schemes are developed in this doctoral research work, to compress the images effectually maintaining
the quality
Efficient interaction with large medical imaging databases
Everyday, a wide quantity of hospitals and medical centers around the world are producing large amounts of imaging content to support clinical decisions, medical research, and education. With the current trend towards Evidence-based medicine, there is an increasing need of strategies that allow pathologists to properly interact with the valuable information such imaging repositories host and extract relevant content for supporting decision making. Unfortunately, current systems are very limited at providing access to content and extracting information from it because of different semantic and computational challenges. This thesis presents a whole pipeline, comprising 3 building blocks, that aims to to improve the way pathologists and systems interact. The first building block consists in an adaptable strategy oriented to ease the access and visualization of histopathology imaging content. The second block explores the extraction of relevant information from such imaging content by exploiting low- and mid-level information obtained from from morphology and architecture of cell nuclei. The third block aims to integrate high-level information from the expert in the process of identifying relevant information in the imaging content. This final block not only attempts to deal with the semantic gap but also to present an alternative to manual annotation, a time consuming and prone-to-error task. Different experiments were carried out and demonstrated that the introduced pipeline not only allows pathologist to navigate and visualize images but also to extract diagnostic and prognostic information that potentially could support clinical decisions.Resumen: Diariamente, gran cantidad de hospitales y centros médicos de todo el mundo producen grandes cantidades de imágenes diagnósticas para respaldar decisiones clínicas y apoyar labores de investigación y educación. Con la tendencia actual hacia la medicina basada en evidencia, existe una creciente necesidad de estrategias que permitan a los médicos patólogos interactuar adecuadamente con la información que albergan dichos repositorios de imágenes y extraer contenido relevante que pueda ser empleado para respaldar la toma de decisiones. Desafortunadamente, los sistemas actuales son muy limitados en cuanto al acceso y extracción de contenido de las imágenes debido a diferentes desafíos semánticos y computacionales. Esta tesis presenta un marco de trabajo completo para patología, el cual se compone de 3 bloques y tiene como objetivo mejorar la forma en que interactúan los patólogos y los sistemas. El primer bloque de construcción consiste en una estrategia adaptable orientada a facilitar el acceso y la visualización del contenido de imágenes histopatológicas. El segundo bloque explora la extracción de información relevante de las imágenes mediante la explotación de información de características visuales y estructurales de la morfología y la arquitectura de los núcleos celulares. El tercer bloque apunta a integrar información de alto nivel del experto en el proceso de identificación de información relevante en las imágenes. Este bloque final no solo intenta lidiar con la brecha semántica, sino que también presenta una alternativa a la anotación manual, una tarea que demanda mucho tiempo y es propensa a errores. Se llevaron a cabo diferentes experimentos que demostraron que el marco de trabajo presentado no solo permite que el patólogo navegue y visualice imágenes, sino que también extraiga información de diagnóstico y pronóstico que potencialmente podría respaldar decisiones clínicas.Doctorad
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