3,445 research outputs found
Modeling of evolving textures using granulometries
This chapter describes a statistical approach to classification of dynamic texture images, called parallel evolution functions (PEFs). Traditional classification methods predict texture class membership using comparisons with a finite set of predefined texture classes and identify the closest class. However, where texture images arise from a dynamic texture evolving over time, estimation of a time state in a continuous evolutionary process is required instead. The PEF approach does this using regression modeling techniques to predict time state. It is a flexible approach which may be based on any suitable image features. Many textures are well suited to a morphological analysis and the PEF approach uses image texture features derived from a granulometric analysis of the image. The method is illustrated using both simulated images of Boolean processes and real images of corrosion. The PEF approach has particular advantages for training sets containing limited numbers of observations, which is the case in many real world industrial inspection scenarios and for which other methods can fail or perform badly. [41] G.W. Horgan, Mathematical morphology for analysing soil structure from images, European Journal of Soil Science, vol. 49, pp. 161ā173, 1998. [42] G.W. Horgan, C.A. Reid and C.A. Glasbey, Biological image processing and enhancement, Image Processing and Analysis, A Practical Approach, R. Baldock and J. Graham, eds., Oxford University Press, Oxford, UK, pp. 37ā67, 2000. [43] B.B. Hubbard, The World According to Wavelets: The Story of a Mathematical Technique in the Making, A.K. Peters Ltd., Wellesley, MA, 1995. [44] H. Iversen and T. Lonnestad. An evaluation of stochastic models for analysis and synthesis of gray-scale texture, Pattern Recognition Letters, vol. 15, pp. 575ā585, 1994. [45] A.K. Jain and F. Farrokhnia, Unsupervised texture segmentation using Gabor filters, Pattern Recognition, vol. 24(12), pp. 1167ā1186, 1991. [46] T. Jossang and F. Feder, The fractal characterization of rough surfaces, Physica Scripta, vol. T44, pp. 9ā14, 1992. [47] A.K. Katsaggelos and T. Chun-Jen, Iterative image restoration, Handbook of Image and Video Processing, A. Bovik, ed., Academic Press, London, pp. 208ā209, 2000. [48] M. KĀØoppen, C.H. Nowack and G. RĀØosel, Pareto-morphology for color image processing, Proceedings of SCIA99, 11th Scandinavian Conference on Image Analysis 1, Kangerlussuaq, Greenland, pp. 195ā202, 1999. [49] S. Krishnamachari and R. Chellappa, Multiresolution Gauss-Markov random field models for texture segmentation, IEEE Transactions on Image Processing, vol. 6(2), pp. 251ā267, 1997. [50] T. Kurita and N. Otsu, Texture classification by higher order local autocorrelation features, Proceedings of ACCV93, Asian Conference on Computer Vision, Osaka, pp. 175ā178, 1993. [51] S.T. Kyvelidis, L. Lykouropoulos and N. Kouloumbi, Digital system for detecting, classifying, and fast retrieving corrosion generated defects, Journal of Coatings Technology, vol. 73(915), pp. 67ā73, 2001. [52] Y. Liu, T. Zhao and J. Zhang, Learning multispectral texture features for cervical cancer detection, Proceedings of 2002 IEEE International Symposium on Biomedical Imaging: Macro to Nano, pp. 169ā172, 2002. [53] G. McGunnigle and M.J. Chantler, Modeling deposition of surface texture, Electronics Letters, vol. 37(12), pp. 749ā750, 2001. [54] J. McKenzie, S. Marshall, A.J. Gray and E.R. Dougherty, Morphological texture analysis using the texture evolution function, International Journal of Pattern Recognition and Artificial Intelligence, vol. 17(2), pp. 167ā185, 2003. [55] J. McKenzie, Classification of dynamically evolving textures using evolution functions, Ph.D. Thesis, University of Strathclyde, UK, 2004. [56] S.G. Mallat, Multiresolution approximations and wavelet orthonormal bases of L2(R), Transactions of the American Mathematical Society, vol. 315, pp. 69ā87, 1989. [57] S.G. Mallat, A theory for multiresolution signal decomposition: the wavelet representation, IEEE Transactions on Pattern Analysis and Machine Intelligence, vol. 11, pp. 674ā693, 1989. [58] B.S. Manjunath and W.Y. Ma, Texture features for browsing and retrieval of image data, IEEE Transactions on Pattern Analysis and Machine Intelligence, vol. 18, pp. 837ā842, 1996. [59] B.S. Manjunath, G.M. Haley and W.Y. Ma, Multiband techniques for texture classification and segmentation, Handbook of Image and Video Processing, A. Bovik, ed., Academic Press, London, pp. 367ā381, 2000. [60] G. Matheron, Random Sets and Integral Geometry, Wiley Series in Probability and Mathematical Statistics, John Wiley and Sons, New York, 1975
Texture Structure Analysis
abstract: Texture analysis plays an important role in applications like automated pattern inspection, image and video compression, content-based image retrieval, remote-sensing, medical imaging and document processing, to name a few. Texture Structure Analysis is the process of studying the structure present in the textures. This structure can be expressed in terms of perceived regularity. Our human visual system (HVS) uses the perceived regularity as one of the important pre-attentive cues in low-level image understanding. Similar to the HVS, image processing and computer vision systems can make fast and efficient decisions if they can quantify this regularity automatically. In this work, the problem of quantifying the degree of perceived regularity when looking at an arbitrary texture is introduced and addressed. One key contribution of this work is in proposing an objective no-reference perceptual texture regularity metric based on visual saliency. Other key contributions include an adaptive texture synthesis method based on texture regularity, and a low-complexity reduced-reference visual quality metric for assessing the quality of synthesized textures. In order to use the best performing visual attention model on textures, the performance of the most popular visual attention models to predict the visual saliency on textures is evaluated. Since there is no publicly available database with ground-truth saliency maps on images with exclusive texture content, a new eye-tracking database is systematically built. Using the Visual Saliency Map (VSM) generated by the best visual attention model, the proposed texture regularity metric is computed. The proposed metric is based on the observation that VSM characteristics differ between textures of differing regularity. The proposed texture regularity metric is based on two texture regularity scores, namely a textural similarity score and a spatial distribution score. In order to evaluate the performance of the proposed regularity metric, a texture regularity database called RegTEX, is built as a part of this work. It is shown through subjective testing that the proposed metric has a strong correlation with the Mean Opinion Score (MOS) for the perceived regularity of textures. The proposed method is also shown to be robust to geometric and photometric transformations and outperforms some of the popular texture regularity metrics in predicting the perceived regularity. The impact of the proposed metric to improve the performance of many image-processing applications is also presented. The influence of the perceived texture regularity on the perceptual quality of synthesized textures is demonstrated through building a synthesized textures database named SynTEX. It is shown through subjective testing that textures with different degrees of perceived regularities exhibit different degrees of vulnerability to artifacts resulting from different texture synthesis approaches. This work also proposes an algorithm for adaptively selecting the appropriate texture synthesis method based on the perceived regularity of the original texture. A reduced-reference texture quality metric for texture synthesis is also proposed as part of this work. The metric is based on the change in perceived regularity and the change in perceived granularity between the original and the synthesized textures. The perceived granularity is quantified through a new granularity metric that is proposed in this work. It is shown through subjective testing that the proposed quality metric, using just 2 parameters, has a strong correlation with the MOS for the fidelity of synthesized textures and outperforms the state-of-the-art full-reference quality metrics on 3 different texture databases. Finally, the ability of the proposed regularity metric in predicting the perceived degradation of textures due to compression and blur artifacts is also established.Dissertation/ThesisPh.D. Electrical Engineering 201
Models of statistical self-similarity for signal and image synthesis
Statistical self-similarity of random processes in continuous-domains is defined through invariance of their statistics to time or spatial scaling. In discrete-time, scaling by an arbitrary factor of signals can be accomplished through frequency warping, and statistical self-similarity is defined by the discrete-time continuous-dilation scaling operation. Unlike other self-similarity models mostly relying on characteristics of continuous self-similarity other than scaling, this model provides a way to express discrete-time statistical self-similarity using scaling of discrete-time signals. This dissertation studies the discrete-time self-similarity model based on the new scaling operation, and develops its properties, which reveals relations with other models. Furthermore, it also presents a new self-similarity definition for discrete-time vector processes, and demonstrates synthesis examples for multi-channel network traffic. In two-dimensional spaces, self-similar random fields are of interest in various areas of image processing, since they fit certain types of natural patterns and textures very well. Current treatments of self-similarity in continuous two-dimensional space use a definition that is a direct extension of the 1-D definition. However, most of current discrete-space two-dimensional approaches do not consider scaling but instead are based on ad hoc formulations, for example, digitizing continuous random fields such as fractional Brownian motion. The dissertation demonstrates that the current statistical self-similarity definition in continuous-space is restrictive, and provides an alternative, more general definition. It also provides a formalism for discrete-space statistical self-similarity that depends on a new scaling operator for discrete images. Within the new framework, it is possible to synthesize a wider class of discrete-space self-similar random fields
Texture analysis and Its applications in biomedical imaging: a survey
Texture analysis describes a variety of image analysis techniques that quantify the variation in intensity
and pattern. This paper provides an overview of several texture analysis approaches addressing the rationale supporting them, their advantages, drawbacks, and applications.
This surveyās emphasis is in collecting and categorising over five decades of active research on texture analysis.Brief descriptions of different approaches are presented along with application examples. From a broad range of texture analysis applications, this surveyās final focus is on biomedical image analysis. An up-to-date list of biological tissues and organs in which disorders produce texture changes that may be used to spot disease onset and progression is provided. Finally, the role of texture analysis methods as biomarkers of disease is summarised.Manuscript received February 3, 2021; revised June 23, 2021; accepted September 21, 2021. Date of publication September 27, 2021;
date of current version January 24, 2022. This work was supported in
part by the Portuguese Foundation for Science and Technology (FCT)
under Grants PTDC/EMD-EMD/28039/2017, UIDB/04950/2020, PestUID/NEU/04539/2019, and CENTRO-01-0145-FEDER-000016 and by
FEDER-COMPETE under Grant POCI-01-0145-FEDER-028039. (Corresponding author: Rui Bernardes.)info:eu-repo/semantics/publishedVersio
Sculpting Unrealities: Using Machine Learning to Control Audiovisual Compositions in Virtual Reality
This thesis explores the use of interactive machine learning (IML) techniques to control audiovisual compositions within the emerging medium of virtual reality (VR). Accompanying the text is a portfolio of original compositions and open-source software. These research outputs represent the practical elements of the project that help to shed light on the core research question: how can IML techniques be used to control audiovisual compositions in VR? In order to find some answers to this question, it was broken down into its constituent elements. To situate the research, an exploration of the contemporary field of audiovisual art locates the practice between the areas of visual music and generative AV. This exploration of the field results in a new method of categorising the constituent practices. The practice of audiovisual composition is then explored, focusing on the concept of equality. It is found that, throughout the literature, audiovisual artists aim to treat audio and visual material equally. This is interpreted as a desire for balance between the audio and visual material. This concept is then examined in the context of VR. A feeling of presence is found to be central to this new medium and is identified as an important consideration for the audiovisual composer in addition to the senses of sight and sound. Several new terms are formulated which provide the means by which the compositions within the portfolio are analysed. A control system, based on IML techniques, is developed called the Neural AV Mapper. This is used to develop a compositional methodology through the creation of several studies. The outcomes from these studies are incorporated into two live performance pieces, Ventriloquy I and Ventriloquy II. These pieces showcase the use of IML techniques to control audiovisual compositions in a live performance context. The lessons learned from these pieces are incorporated into the development of the ImmersAV toolkit. This open-source software toolkit was built specifically to allow for the exploration of the IML control paradigm within VR. The toolkit provides the means by which the immersive audiovisual compositions, Obj_#3 and Ag FĆ”s Ar Ais ArĆs are created. Obj_#3 takes the form of an immersive audiovisual sculpture that can be manipulated in real-time by the user. The title of the thesis references the physical act of sculpting audiovisual material. It also refers to the ability of VR to create alternate realities that are not bound to the physics of real-life. This exploration of unrealities emerges as an important aspect of the medium. The final piece in the portfolio, Ag FĆ”s Ar Ais ArĆs takes the knowledge gained from the earlier work and pushes the boundaries to maximise the potential of the medium and the material
Feature-rich distance-based terrain synthesis
This thesis describes a novel terrain synthesis method based on distances in a weighted graph. The method begins with a regular lattice with arbitrary edge weights; heights are determined by path cost from a set of generator nodes. The shapes of individual terrain features, such as mountains, hills, and craters, are specified by a monotonically decreasing profile describing the cross-sectional shape of a feature, while the locations of features in the terrain are specified by placing the generators. Pathing places ridges whose initial location have a dendritic shape. The method is robust and easy to control, making it possible to create pareidolia effects. It can produce a wide range of realistic synthetic terrains such as mountain ranges, craters, faults, cinder cones, and hills. The algorithm incorporates random graph edge weights, permits the inclusion of multiple topography profiles, and allows precise control over placement of terrain features and their heights. These properties all allow the artist to create highly heterogeneous terrains that compare quite favorably to existing methods
Data hiding in images based on fractal modulation and diversity combining
The current work provides a new data-embedding infrastructure based on fractal modulation. The embedding problem is tackled from a communications point of view. The data to be embedded becomes the signal to be transmitted through a watermark channel. The channel could be the image itself or some manipulation of the image. The image self noise and noise due to attacks are the two sources of noise in this paradigm. At the receiver, the image self noise has to be suppressed, while noise due to the attacks may sometimes be predicted and inverted. The concepts of fractal modulation and deterministic self-similar signals are extended to 2-dimensional images. These novel techniques are used to build a deterministic bi-homogenous watermark signal that embodies the binary data to be embedded. The binary data to be embedded, is repeated and scaled with different amplitudes at each level and is used as the wavelet decomposition pyramid. The binary data is appended with special marking data, which is used during demodulation, to identify and correct unreliable or distorted blocks of wavelet coefficients. This specially constructed pyramid is inverted using the inverse discrete wavelet transform to obtain the self-similar watermark signal. In the data embedding stage, the well-established linear additive technique is used to add the watermark signal to the cover image, to generate the watermarked (stego) image. Data extraction from a potential stego image is done using diversity combining. Neither the original image nor the original binary sequence (or watermark signal) is required during the extraction. A prediction of the original image is obtained using a cross-shaped window and is used to suppress the image self noise in the potential stego image. The resulting signal is then decomposed using the discrete wavelet transform. The number of levels and the wavelet used are the same as those used in the watermark signal generation stage. A thresholding process similar to wavelet de-noising is used to identify whether a particular coefficient is reliable or not. A decision is made as to whether a block is reliable or not based on the marking data present in each block and sometimes corrections are applied to the blocks. Finally the selected blocks are combined based on the diversity combining strategy to extract the embedded binary data
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