Topologically adaptable snakes, or simply T-snakes, are a standard tool for automatically identifying multiple segments in an image. this work introduces a novel approach for controlling the topology of a T-snake. It ...
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ISBN:
(纸本)0769522270
Topologically adaptable snakes, or simply T-snakes, are a standard tool for automatically identifying multiple segments in an image. this work introduces a novel approach for controlling the topology of a T-snake. It focuses on the loops formed by the so-called projected curve which is obtained at every stage of the snake evolution. the idea is to make that curve the image of a piecewise linear mapping of an adequate class. then, withthe help of an additional structure-the Loop-Tree-it is possible to decide in O(1) time whether the region enclosed by each loop has already been explored by the snake. this makes it possible to construct an enhanced algorithm for evolving T-snakes whose performance is assessed by means of statistics and examples.
this paper presents a new approach for interactive editing of multiresolution meshes. Editing operations (e.g. scaling and rotation) are confined to mesh regions of interest, called sub-meshes. Also, intuitive deforma...
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ISBN:
(纸本)0769522270
this paper presents a new approach for interactive editing of multiresolution meshes. Editing operations (e.g. scaling and rotation) are confined to mesh regions of interest, called sub-meshes. Also, intuitive deformation operations (e.g. tapering and twisting) as required for animation systems can be used as well, allowing the user to have control on the local deformations of mesh objects. For that, each sub-mesh is defined interactively by picking up the cells of its frontier. Alternatively, a sub-mesh can be delimited by the shortest path of edges that approximates the intersection between a mesh and a given cutting plane. In order to speed up editing operations, the mesh is first simplified, the target sub-mesh is edited, and finally the whole mesh is refined back to its original resolution. this is particularly important for large meshes.
this paper presents a novel approach to the real-time rendering of complex scenes problem. Up to the present date, a huge number of acceleration techniques have been proposed, although most are geared towards a specif...
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ISBN:
(纸本)0769513301
this paper presents a novel approach to the real-time rendering of complex scenes problem. Up to the present date, a huge number of acceleration techniques have been proposed, although most are geared towards a specific kind of scene. Instead of using a single, or a fixed set of rendering acceleration techniques, we propose the use of several, and to select the best one based on the current viewpoint. thus, dynamically adapting the rendering process to the contents of the scene, it is possible to take advantage of all these techniques when they are better suited, rendering scenes that would otherwise be too complex to display at interactive frame rates. We describe a framework capable of achieving this purpose, consisting on a pre-processor and an interactive rendering engine. the framework is geared towards interactive applications were a complex and large scene has to be rendered at interactive frame rates. Finally, results taken from our test implementation are given.
A good shape descriptor is necessary for automatically identifying landmarks on boundaries. Our method of boundary shape description is based on the notion of c-scale, which is a new local scale concept, defined at ea...
ISBN:
(纸本)9780769529967
A good shape descriptor is necessary for automatically identifying landmarks on boundaries. Our method of boundary shape description is based on the notion of c-scale, which is a new local scale concept, defined at each boundary element. From this representation we can extract special points of interest such as convex and concave corners, straight lines, circular segments, and inflection points. the results show that this method gives a complete description of shape and allows the automatic positioning of mathematical landmarks, which agree with our intuitive ideas of where landmarks may be defined. this method is applicable to spaces of any dimensionality, although we have focused in this paper on 2D shapes.
this paper introduces Stellar Simplification, a fast implementation of the Four-Face Cluster algorithm. In our version of this mesh simplification scheme, we adopt a probabilistic heuristic that substitutes the priori...
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ISBN:
(纸本)0769520324
this paper introduces Stellar Simplification, a fast implementation of the Four-Face Cluster algorithm. In our version of this mesh simplification scheme, we adopt a probabilistic heuristic that substitutes the priority queue of the original algorithm. this made our version, in average, 40% faster In our implementation, we adopt a very concise data structure which uses only two arrays of integers to represent the surface topology. We also introduce a new scheme,to encode and decode the hierarchy of meshes generated by the simplification algorithm. this scheme can be used for progressive transmission and compression of meshes.
this paper proposes a new multiscale segmentation technique based on wavelet decompositions and watersheds. the wavelet transform is applied to the image, producing detail and approximation coefficients. the watershed...
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ISBN:
(纸本)0769520324
this paper proposes a new multiscale segmentation technique based on wavelet decompositions and watersheds. the wavelet transform is applied to the image, producing detail and approximation coefficients. the watershed is applied to the approximation image at a certain resolution 2(J), and projected up to higher resolutions using the inverse wavelet transform. At lower resolutions, the segmentation captures large relevant objects, while at higher resolution more details are obtained Since downsizing is inherent to the wavelet transform, watershed segmentation is applied to a smaller image, demanding less computational time. the proposed technique appears to be robust for noisy images, even when the amount of noise is very large.
In most of video shot boundary detection algorithms, proposed in the literature, several parameters and thresholds have to be set in order to achieve good results. In this paper, to get rid of parameters and threshold...
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ISBN:
(纸本)0769526861
In most of video shot boundary detection algorithms, proposed in the literature, several parameters and thresholds have to be set in order to achieve good results. In this paper, to get rid of parameters and thresholds, we explore a supervised classification method for video shot segmentation. We transform the temporal segmentation into a class categorization issue. Our approach defines a uniform framework for combining different kinds of features extracted from the video. Our method does not require any pre-processing step to compensate motion or post-processing filtering to eliminate false detected transitions. the experiments, following strictly the TRECVID 2002 competition protocol, provide very good results dealing with a large amount of features thanks to our kernel-based SVM classification method.
this paper describes different approaches of realtime GMM (Gaussian Mixture Method) background subtraction algorithm using video sequences for hand image segmentation. In each captured image, the segmentation takes pl...
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ISBN:
(纸本)0769526861
this paper describes different approaches of realtime GMM (Gaussian Mixture Method) background subtraction algorithm using video sequences for hand image segmentation. In each captured image, the segmentation takes place where pixels belonging to the hands are separated from the background based on background extraction and skin-color segmentation. A time-adaptive mixture of Gaussians is used to model the distribution of each pixel color value. For an input image, every new pixel value is checked, deciding if it matches with one of the existing Gaussians based on the distance from the mean in terms of the standard deviation. the best matching distribution parameters are updated and its weight is increased. It is assumed that the values of the background pixels have low variance and large weight. these matched pixels, considered as foreground, are compared based on skin color thresholds. the hands position and other attributes are tracked by frame. that enables us to distinguish the hand movement from the background and other objects in movement, as well as to extract the information from the movement for dynamic hand gesture recognition.
Eye gaze tracking (EGT) allow us to estimate the direction of gaze and the point of regard. this technique has been successfully used as pointing device in computer interfaces for people with disabilities, but signifi...
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ISBN:
(纸本)0769520324
Eye gaze tracking (EGT) allow us to estimate the direction of gaze and the point of regard. this technique has been successfully used as pointing device in computer interfaces for people with disabilities, but significant technological advances are still required to make EGT appropriate to be used in general computer interfaces. In order to improve the EGT technology, a testbed where new devices and algorithms can be evaluated must be defined. this paper presents a survey of the methods used for EGT and organize them into a computer vision framework, that we use to support the development and evaluation of new techniques. As an example of application of the framework, the calibration function used in the EGT developed in our laboratory is tested, and the results show the precision of the method. Higher accuracy of the testing results is achieved using synthetic images generated by ray tracing, from a physically based model of the eye.
this paper proposes an algorithm of image retrieval from a partial request. In order to retrieve images containing a specific object or group of objects, we use an algorithm of inexact graph matching, adapted to adjac...
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ISBN:
(纸本)0769520324
this paper proposes an algorithm of image retrieval from a partial request. In order to retrieve images containing a specific object or group of objects, we use an algorithm of inexact graph matching, adapted to adjacency graphs of regions. the number of regions representing the object can be different from an image to the other. the algorithm uses a search tree in which only similar nodes are developed the adjacency and spatial relationship of regions are used to prune the tree and accelerate the retrieval. the algorithm computes a distance between graphs, allowing to rank images. this distance takes into account boththe distance between region features and the relative position of regions.
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