sibgrapi is the main Brazilian conference in the areas of computergraphics, image processing and computervision. Since its first edition in 1988, it has been held annually with the sponsorship of the Brazilian Compu...
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sibgrapi is the main Brazilian conference in the areas of computergraphics, image processing and computervision. Since its first edition in 1988, it has been held annually with the sponsorship of the Brazilian computer Society (SBC). sibgrapi 2006 was held on October 8-11 in Manaus, a dynamic city located at the heart of the Amazon Forest. In spite of its name, the Brazilian symposium on computergraphics and image processing has grown into a truly international conference. sibgrapi 2006 received 127 full-paper submissions from 12 different countries, which were reviewed by a large and diverse Program Committee composed by 104 members, from which 45 (43%) were from Latin America, 39 (38%) from the USA/Canada, 15 (14%) from Europe, and 5 (5%) from Asia/Australia.
This work is concerned with extracting straight lines in SAR image areas for application of urban analysis. The methodology combines the Hough transform and line detector algorithms proposed by Tupin et al. (1998) to ...
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This work is concerned with extracting straight lines in SAR image areas for application of urban analysis. The methodology combines the Hough transform and line detector algorithms proposed by Tupin et al. (1998) to extract the main axes in road networks. A real SAR image is used to test the proposed algorithm.
The proceedings contain 62 papers. The topics discussed include: two frontiers in morphological image analysis: differential evolution models and hybrid morphological-linear neural networks;modeling and analysing comp...
ISBN:
(纸本)0818692154
The proceedings contain 62 papers. The topics discussed include: two frontiers in morphological image analysis: differential evolution models and hybrid morphological-linear neural networks;modeling and analysing computer animations;three-dimensional reconstruction from a set of video cameras of environments for virtual collaboration;image denoising, enhancement and segmentation: fast marching methods and geometric evolution;error measures in greedy insertion simplification methods;an algorithm for intersecting and trimming parametric meshes;stroking discrete polynomial Bezier curves via point containment paradigm;a constraint-based algorithm for engineering design;cache management for real time visualization of 2d data sets;towards perception driven visualization;load balancing for distributed virtual reality systems;image coding using irregular subsampling and Delaunay triangulation;image compression based on a multipoint Taylor series representation;directional interpolation pyramids for still image compression;a system's architecture for warping and morphing of graphical objects;real time video distribution using publication through a database;and rule-based classification procedures related to the unprecisely formulated expert rules.
作者:
Magalhaes, LPUNICAMP
Sch Elect & Comp Engn FEEC Dept Comp Engn & Ind Automat DCA BR-13083970 Campinas SP Brazil
computer animation is a multifaceted field of computergraphics. This presentation explores one of these facets. At first computer animation will be surveyed through the use of a framework to help to order and classif...
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ISBN:
(纸本)0818692162
computer animation is a multifaceted field of computergraphics. This presentation explores one of these facets. At first computer animation will be surveyed through the use of a framework to help to order and classify its main approaches related to movement modeling. Then the use of Petri nets as a modeling and simulation tool to obtain some kind of foresight of a developed animation will be discuted.
This paper investigates computervision.techniques for three-dimensional reconstruction having as source of information non-professional images captured from cameras of arbitrary position and orientation. The main pur...
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ISBN:
(纸本)0818692162
This paper investigates computervision.techniques for three-dimensional reconstruction having as source of information non-professional images captured from cameras of arbitrary position and orientation. The main purpose is to compose a methodology for 3D reconstruction, aiming specially at its use in the documentation of historic buildings and monuments through their three-dimensional modeling, For being particularly suitable, the technique of shape from stereo is then more closely analysed. Laboratory experiments, with controlled environment and objects are carried out in order to study the influence of some elements in the quality of reconstruction. A practical application with actual photographs of old buildings is presented, and final conclusions are drawn.
We present a two-step camera calibration process based on linear least squares formulations. We show how to apply this process to build an integrated modeling environment, in which a scene is modeled by having the use...
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ISBN:
(纸本)0818692162
We present a two-step camera calibration process based on linear least squares formulations. We show how to apply this process to build an integrated modeling environment, in which a scene is modeled by having the user specify, on a given image? a set of reference points (used for camera calibration) and object points (used for positioning the objects in the scene). Once this has been done, synthetic information can be superimposed onto the image and arbitrary views can be produced. Using this methodology, we developed Virtual Referee, an application to analyze soccer plays from still images, generating an OpenGL camera over a 3D field model.
This paper summarizes work done in our laboratory with a special emphasis on functional aspects of the visual field. The quality of the perceived image within a visual display depends on the information available with...
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ISBN:
(纸本)0818692162
This paper summarizes work done in our laboratory with a special emphasis on functional aspects of the visual field. The quality of the perceived image within a visual display depends on the information available within the display itself but also on the capacity of the human visual system to process visual information. Specifically, I will discuss work on human visual processing which deals with our capacity to process flicker information and how this is affected by aging, colour motion, visual distortions as assessed by curvature, and symmetry.
In this paper, we use partial differential equation based analysis as a methodology for computer-aided cytology. We wish to accurately extract and classify the shapes of nuclei from noisy confocal microscopy images. T...
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ISBN:
(纸本)0818692162
In this paper, we use partial differential equation based analysis as a methodology for computer-aided cytology. We wish to accurately extract and classify the shapes of nuclei from noisy confocal microscopy images. This is a prerequisite to an accurate quantitative intranuclear (genotypic and phenotypic) and internuclear (tissue structure) analysis of cancerous and pre-cancerouse specimens. We study the use of a geometric-driven scheme for improving the results obtained by a nuclear segmentation method, based on automatic segmentation, followed by object reconstruction and interactive classification. We build a chain of methods that includes an edge-preserving image smoothing mechanism, an automatic (albeit non-regularized) segmentation method, a geometry-driven scheme to regularize the shapes and improve edge fidelity, and an interactive method to split shape clusters and reclassify them.
This paper describes Interface, a real-time facial animation system. The system uses a simple set of pre-modeled facial expressions to create a wide range of emotions, mouth positions and complete head movements. The ...
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ISBN:
(纸本)0818692162
This paper describes Interface, a real-time facial animation system. The system uses a simple set of pre-modeled facial expressions to create a wide range of emotions, mouth positions and complete head movements. The animation is done through layered groups of actions that combined gives the virtual actor complete freedom to perform different actions independently and simultaneously, without the intervention of the animator. Due to its software structure, Interface can be used as a "render plug-in" for an artificial intelligence program or a script-based animation system. The system was successfully implemented using the languages Java and VRML, and can be executed through the Internet in PCs or workstations with a Java-enable Web browser. Applications that can benefit from this system are interface agents, virtual reality systems and animation software, among others.
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