作者:
ZUCKER, SWLECLERC, YGMOHAMMED, JLMEMBER
IEEE Department of Electrical Engineering Computer Vision and Graphics Laboratory McGill University Montreal P.Q. Canada
Relaxation labeling processes are a class of iterative algorithms for using contextual information to reduce local ambiguities. This paper introduces a new perspective toward relaxation-that of considering it as a pro...
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Relaxation labeling processes are a class of iterative algorithms for using contextual information to reduce local ambiguities. This paper introduces a new perspective toward relaxation-that of considering it as a process for reordering labels attached to nodes in a graph. This new perspective is used to establish the formal equivalence between relaxation and another widely used algorithm, local maxima selection. The equivalence specifies conditions under which a family of cooperative relaxation algorithms, which generalize the well-known ones, decompose into purely local ones. Since these conditions are also sufficient for guaranteeing the convergence of relaxation processes, they serve as stopping criteria. We feel that equivalences such as these are necessary for the proper application of relaxation and maxima selection in complex speech and vision understanding systems.
Frame-to-frame coherence is the highly structured relationship that exists between successive frames of certain animation sequences. From the point of view of the hidden surface computation, this implies that parts of...
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Modern scanning techniques, such as computed tomography, have begun to produce true three-dimensional imagery of internal structures. The first stage in finding structure in these images, like that for standard two-di...
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Co-occurrence matrices are a popular representation for the texture in images. They contain a count of the number of times that a given feature (e.g., a given gray level) occurs in a particular spatial relation to ano...
Co-occurrence matrices are a popular representation for the texture in images. They contain a count of the number of times that a given feature (e.g., a given gray level) occurs in a particular spatial relation to another given feature. However, because of the large number of spatial relations that are possible within an image, heuristic or interactive techniques have usually been employed to select the relation to use for each problem. In this paper we present a statistical approach to finding those spatial (or other) relations that best capture the structure of textures when the co-occurrence matrix representation is used. These matrices should thus be well suited for discriminations that are structurally based.
There are two different sources of information in relaxation labeling processes: the initial certainty factors of the labels and the compatibility coefficients. In this paper we examine two ways in which the compatibi...
There are two different sources of information in relaxation labeling processes: the initial certainty factors of the labels and the compatibility coefficients. In this paper we examine two ways in which the compatibility coefficients influence the fixed point achieved: (1) we demonstrate how the coefficients can bias the process toward the instantiation of a subset of the labels, and (2) we show how the coefficients precisely define the set of possible fixed points. We also indicate how eigenanalysis of the derivative of a relaxation labeling process at a fixed point can be used to study the stability of the fixed point. Finally, we present an empirical comparison of two statistical interpretations of the compatibility coefficients.
This book contains the written contributions to the Third International Sym- sium on Biomedical Simulation (ISBMS), which was held in Zurich, Switzerland, on July 10-11, 2006. The manuscripts are organized around thre...
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ISBN:
(数字)9783540360100
ISBN:
(纸本)9783540360094
This book contains the written contributions to the Third International Sym- sium on Biomedical Simulation (ISBMS), which was held in Zurich, Switzerland, on July 10-11, 2006. The manuscripts are organized around three thematic sections which cover several of the major aspects of our rapidly growing ?eld: anatomical modeling and tissue properties, simulation of biophysical processes, as well as systems and applications. The symposium provided an international forum for researchers interested in using biomedical simulation technology for the improvement of patient care. It was held in the spirit and continuation of the symposia on Surgical Simulation and Soft Tissue Modeling (IS4TM) organized in 2003 by INRIA, and on Medical Simulation (ISMS) in 2004 by CIMIT. We received 37 submissions from 13 di?erent countries. Each was eva- ated by three members of the scienti?c committee. Based on these reviews, 12 manuscripts were selected for oral presentation and 11 for poster pres- tation. All accepted manuscripts were allowed a written contribution of equal length and were presented at the meeting in single track. The geographical bre- down of the di?erent institutions presenting their research was: Austria, Belgium, Canada, China, Denmark, France, Germany, Japan, Korea, Netherlands, Spain, and Switzerland. The quality of the contributions indicates that the symposium is an important milestone in our rapidly growing research area at the con?uence of several related disciplines. It was a great pleasure hosting this successful event, and we hope that all attendees enjoyed the intense and stimulating symposium.
It is with great pleasure that we welcome you all to the proceedings of the 2nd InternationalSymposiumonVisualComputing(ISVC2006)heldinLakeTahoe. Followinga successfulmeeting lastyear,wewitnesseda muchstrongerandmore ...
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ISBN:
(数字)9783540486275
ISBN:
(纸本)9783540486268
It is with great pleasure that we welcome you all to the proceedings of the 2nd InternationalSymposiumonVisualComputing(ISVC2006)heldinLakeTahoe. Followinga successfulmeeting lastyear,wewitnesseda muchstrongerandmore productive event this year. ISVC o?ers a common umbrella for the four main areas of visual computing including vision, graphics, visualization, and virtual reality. Its goal is to provide a forum for researchers, scientists, engineers and practitionersthroughouttheworldtopresenttheirlatestresearch?ndings,ideas, developments and applications in the broader area of visual computing. This year, the program consisted of 13 oral sessions, one poster session, ten special tracks, and six keynote presentations. The response to the call for - pers was very strong. We received more than twice the papers received last year. Speci?cally, we received over 280 submissions for the main symposium from which we accepted 65 papers for oral presentation (23% acceptance) and 56 papers for poster presentation (20% acceptance). Special track papers were solicited separately through the Organizing and Program Committees of each track. A total of 57 papers were accepted for presentation in the special tracks. All papers were reviewed with an emphasis on potential to contribute to the state of the art in the ?eld. Selection criteria included accuracy and originality of ideas, clarity and signi?cance of results, and presentation quality. The review process was quite rigorous, involving two to three independent blind reviews followed by several days of discussion. During the discussion period we tried to correct anomalies and errors that might have existed in the initial reviews.
th Welcome to the 15 International Multimedia Modeling Conference (MMM 2009), held January 7–9, 2009 at EURECOM, Sophia-Antipolis, France. MMM is a leadinginternationalconference for researchersandindustry practition...
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ISBN:
(数字)9783540928928
ISBN:
(纸本)9783540928911
th Welcome to the 15 International Multimedia Modeling Conference (MMM 2009), held January 7–9, 2009 at EURECOM, Sophia-Antipolis, France. MMM is a leadinginternationalconference for researchersandindustry practitionersto share their new ideas, original research results and practical development ex- riences from all multimedia-related areas. MMM 2009 was held in co-operation with the ACM Special Interest Group on MultiMedia (ACM SIGMM). It was a great honor to host MMM 2009, one of the most long-standing th multimedia conferences, at EURECOM in Sophia-Antipolis, France. The 15 edition of MMM marked the return of the conference to Europe after numerous years of activity in Asia, and we are proud to have organized such a prestigious conference on the French Riviera. EURECOM is an engineering school in the domain of information and communication technology and a research center in communication systems. Since its creation in 1991 by TELECOM ParisTech and EPFL, it has developed strong international links with both academic and industrial partners. The heart of EURECOM is its internationally renowned research activities which focus on three areas: networking and security, mobile communications, and multimedia.
The Metaverse presents an emerging creative expression and collaboration frontier where generative artificial intelligence (GenAI) can play a pivotal role with its ability to generate multimodal content from simple pr...
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The Metaverse presents an emerging creative expression and collaboration frontier where generative artificial intelligence (GenAI) can play a pivotal role with its ability to generate multimodal content from simple prompts. These prompts allow the metaverse to interact with GenAI, where context information, instructions, input data, or even output indications constituting the prompt can come from within the metaverse. However, their integration poses challenges regarding interoperability, lack of standards, scalability, and maintaining a high-quality user experience. This paper explores how GenAI can productively assist in enhancing creativity within the contexts of the Metaverse and unlock new opportunities. We provide a technical, in-depth overview of the different generative models for image, video, audio, and 3D content within the Metaverse environments. We also explore the bottlenecks, opportunities, and innovative applications of GenAI from the perspectives of end users, developers, service providers, and AI researchers. This survey commences by highlighting the potential of GenAI for enhancing the Metaverse experience through dynamic content generation to populate massive virtual worlds. Subsequently, we shed light on the ongoing research practices and trends in multimodal content generation, enhancing realism and creativity and alleviating bottlenecks related to standardization, computational cost, privacy, and safety. Lastly, we share insights into promising research directions toward the integration of GenAI with the Metaverse for creative enhancement, improved immersion, and innovative interactive applications.
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