42,481 research outputs found
Using Images to create a Hierarchical Grid Spatial Index
This paper presents a hybrid approach to spatial indexing of two dimensional
data. It sheds new light on the age old problem by thinking of the traditional
algorithms as working with images. Inspiration is drawn from an analogous
situation that is found in machine and human vision. Image processing
techniques are used to assist in the spatial indexing of the data. A fixed grid
approach is used and bins with too many records are sub-divided hierarchically.
Search queries are pre-computed for bins that do not contain any data records.
This has the effect of dividing the search space up into non rectangular
regions which are based on the spatial properties of the data. The bucketing
quad tree can be considered as an image with a resolution of two by two for
each layer. The results show that this method performs better than the quad
tree if there are more divisions per layer. This confirms our suspicions that
the algorithm works better if it gets to look at the data with higher
resolution images. An elegant class structure is developed where the
implementation of concrete spatial indexes for a particular data type merely
relies on rendering the data onto an image.Comment: In Proceedings of the IEEE International Conference on Systems, Man
and Cybernetics, Taiwan, 2006, pp. 1974-197
Hierarchical progressive surveys. Multi-resolution HEALPix data structures for astronomical images, catalogues, and 3-dimensional data cubes
Scientific exploitation of the ever increasing volumes of astronomical data
requires efficient and practical methods for data access, visualisation, and
analysis. Hierarchical sky tessellation techniques enable a multi-resolution
approach to organising data on angular scales from the full sky down to the
individual image pixels. Aims. We aim to show that the Hierarchical progressive
survey (HiPS) scheme for describing astronomical images, source catalogues, and
three-dimensional data cubes is a practical solution to managing large volumes
of heterogeneous data and that it enables a new level of scientific
interoperability across large collections of data of these different data
types. Methods. HiPS uses the HEALPix tessellation of the sphere to define a
hierarchical tile and pixel structure to describe and organise astronomical
data. HiPS is designed to conserve the scientific properties of the data
alongside both visualisation considerations and emphasis on the ease of
implementation. We describe the development of HiPS to manage a large number of
diverse image surveys, as well as the extension of hierarchical image systems
to cube and catalogue data. We demonstrate the interoperability of HiPS and
Multi-Order Coverage (MOC) maps and highlight the HiPS mechanism to provide
links to the original data. Results. Hierarchical progressive surveys have been
generated by various data centres and groups for ~200 data collections
including many wide area sky surveys, and archives of pointed observations.
These can be accessed and visualised in Aladin, Aladin Lite, and other
applications. HiPS provides a basis for further innovations in the use of
hierarchical data structures to facilitate the description and statistical
analysis of large astronomical data sets.Comment: 21 pages, 6 figures. Accepted for publication in Astronomy &
Astrophysic
Math Search for the Masses: Multimodal Search Interfaces and Appearance-Based Retrieval
We summarize math search engines and search interfaces produced by the
Document and Pattern Recognition Lab in recent years, and in particular the min
math search interface and the Tangent search engine. Source code for both
systems are publicly available. "The Masses" refers to our emphasis on creating
systems for mathematical non-experts, who may be looking to define unfamiliar
notation, or browse documents based on the visual appearance of formulae rather
than their mathematical semantics.Comment: Paper for Invited Talk at 2015 Conference on Intelligent Computer
Mathematics (July, Washington DC
Fast Deep Multi-patch Hierarchical Network for Nonhomogeneous Image Dehazing
Recently, CNN based end-to-end deep learning methods achieve superiority in
Image Dehazing but they tend to fail drastically in Non-homogeneous dehazing.
Apart from that, existing popular Multi-scale approaches are runtime intensive
and memory inefficient. In this context, we proposed a fast Deep Multi-patch
Hierarchical Network to restore Non-homogeneous hazed images by aggregating
features from multiple image patches from different spatial sections of the
hazed image with fewer number of network parameters. Our proposed method is
quite robust for different environments with various density of the haze or fog
in the scene and very lightweight as the total size of the model is around 21.7
MB. It also provides faster runtime compared to current multi-scale methods
with an average runtime of 0.0145s to process 1200x1600 HD quality image.
Finally, we show the superiority of this network on Dense Haze Removal to other
state-of-the-art models.Comment: CVPR Workshops Proceedings 202
RLFC: Random Access Light Field Compression using Key Views and Bounded Integer Encoding
We present a new hierarchical compression scheme for encoding light field
images (LFI) that is suitable for interactive rendering. Our method (RLFC)
exploits redundancies in the light field images by constructing a tree
structure. The top level (root) of the tree captures the common high-level
details across the LFI, and other levels (children) of the tree capture
specific low-level details of the LFI. Our decompressing algorithm corresponds
to tree traversal operations and gathers the values stored at different levels
of the tree. Furthermore, we use bounded integer sequence encoding which
provides random access and fast hardware decoding for compressing the blocks of
children of the tree. We have evaluated our method for 4D two-plane
parameterized light fields. The compression rates vary from 0.08 - 2.5 bits per
pixel (bpp), resulting in compression ratios of around 200:1 to 20:1 for a PSNR
quality of 40 to 50 dB. The decompression times for decoding the blocks of LFI
are 1 - 3 microseconds per channel on an NVIDIA GTX-960 and we can render new
views with a resolution of 512X512 at 200 fps. Our overall scheme is simple to
implement and involves only bit manipulations and integer arithmetic
operations.Comment: Accepted for publication at Symposium on Interactive 3D Graphics and
Games (I3D '19
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