69 research outputs found

    Popular Branchings and Their Dual Certificates

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    Let G be a digraph where every node has preferences over its incoming edges. The preferences of a node extend naturally to preferences over branchings, i.e., directed forests; a branching B is popular if B does not lose a head-to-head election (where nodes cast votes) against any branching. Such popular branchings have a natural application in liquid democracy. The popular branching problem is to decide if G admits a popular branching or not. We give a characterization of popular branchings in terms of dual certificates and use this characterization to design an efficient combinatorial algorithm for the popular branching problem. When preferences are weak rankings, we use our characterization to formulate the popular branching polytope in the original space and also show that our algorithm can be modified to compute a branching with least unpopularity margin. When preferences are strict rankings, we show that “approximately popular” branchings always exist.TU Berlin, Open-Access-Mittel – 202

    Subjektive Bewertung von Verfahren der Farbsignalaufbereitung und -verarbeitung mit erweitertem Farbenraum und Konstant-Luminanz-Prinzip. Tl.1

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    The conventional method of generation and processing color components causes image defects, which can be avoided in a future HDTV-system: loss of sharpness and resolution by violation of the constant luminance principle, reduced color gamut and gamma adjustment which is not ideal. With the CIELAB-codec a coding procedure is introduced which avoids these deficiencies, but which has 'to be paid for' with increased hardware complexity at the receiver side. The extension of the color gamut and the observance of the constant luminance principle also has a series of effects on the noise performance of the total system. Therefore, the noise performance of several color coding procedures is theoretically analyzed as well as practically investigated by means of subjective tests with natural pictures. Suggestions are made for the selection of optimum chrominance axes and investigations are reported concerning the procedures of one- two- and three-dimensional prefiltering, subsampling and reconstruction for the chrominance components based on CIELAB-coding

    Navigation dependent nonlinear depth scaling

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    In this paper we discuss the minimum required depth accu-racy for a typical immersive video application. We show how to apply the theory of plenoptic sampling to the case of a single reference camera. In this way we bridge the gap be-tween classical 3D warp applications and the more general plenoptic sampling theorem. From this we derive general rules for the design of a typical immersive video application scenario. We show that the accuracy of depth or disparity information can be adapted very precisely to the applica-tion. In this way we provide a solution for the scalability of depth map designs in dependency of application scenarios, i.e. the scalability of navigation range of the virtual camera or the scalability of the image resolution in dependency of depth resolution

    Fast and Robust Shadow Detection in Videoconference Applications

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    A new approach for real-time shadow detection and elimination is presented. In contrast to existing methods, hue and saturation is approximated in the YUV-colour space straight away. We show the linear influence of shadow to the YUV-values and exploit this behaviour in a fast decision scheme. The proposed method is robust and capable for real-time video processing without any need of colour space transformations
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