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Sub-Pixel Rendering Algorithm Using Adaptive 2D FIR Filters (적응적 2차원 FIR 필터를 이용한 부화소 렌더링 기법)

  • Nam, Yeon Oh;Choi, Ik Hyun;Song, Byung Cheol
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.3
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    • pp.113-121
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    • 2013
  • In this paper, we propose a sub-pixel rendering algorithm using learning-based 2D FIR filters. The proposed algorithm consists of two stages: the learning and synthesis stages. At the learning stage, we produce the low-resolution synthesis information derived from a sufficient number of high/low resolution block pairs, and store the synthesis information into a so-called dictionary. At the synthesis stage, the best candidate block corresponding to each input high-resolution block is found in the dictionary. Next, we can finally obtain the low-resolution image by synthesizing the low-resolution block using the selected 2D FIR filter on a sub-pixel basis. On the other hand, we additionally enhance the sharpness of the output image by using pre-emphasis considering RGB stripe pattern of display. The simulation results show that the proposed algorithm can provide significantly sharper results than conventional down-sampling methods, without blur effects and aliasing.

GPU-based Adaptive LOD control for Quadtree-Based Terrain Rendering (사진트리 기반 지형렌더링을 위한 GPU기반의 적응형 상세단계 조정 방법)

  • Choi, In-Ji;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.61-68
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    • 2008
  • Quadtree-based terrain visualization methods have been used in a lot of applications. However, because most procedures are performed on the CPU, the rendering speed is slow in comparison to methods using GPU. In this paper, we present a quadtree-based terrain visualization method working on the GPU with specially designed data structure, error-texture and LOD-texture, and block-based acceleration method. In preprocessing step, we calculate errors in world space and store them to error-texture. In rendering step, we examine projected errors of error-texture and choose the detail level, then store the projected errors to LOD-texture. View frustum culling is performed as block unit using the values of error-texture and LOD-texture. This method reduces CPU load and performs time consuming jobs such as LOD selection and view frustum culling.

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A Segment Algorithm for Extracting Item Blocks based on Mobile Devices in the Web Contents (웹 콘텐츠에서 모바일 디바이스 기반 아이템 블록을 추출하기 위한 세그먼트 알고리즘)

  • Kim, Su-Do;Park, Tae-Jin;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.427-435
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    • 2009
  • Users are able to search and read interesting items and hence click hyperlink linked to the item which is detailed content unit such as menu, login, news, video, etc. Small screen like mobile device is very difficult to viewing all web contents at once. Browsing and searching for interesting items by scrolling to left and right or up and down is discomfort to users in small screen. Searching and displaying directly the item preferred by users can reduces difficulty of interface manipulation of mobile device. To archive it, web contents based on desktop will be segmented on a per-item basis which component unit of web contents. Most segment algorithms are based on segment method through analysis of HTML code or mobile size. However, it is difficult to extract item blocks. Because present web content is getting more complicated and diversified in structure and content like web portal services. A web content segment algorithm suggested in this paper is based on extracting item blocks is component units of web contents.

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Sequential Motion Vector Error Concealment Algorithm for H.264 Video Coding (H.264 표준 동영상 부호화 방식을 위한 순차적 움직임 벡터 오류 은닉 기법)

  • Jeong Jong-woo;Hong Min-Cheol
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.10C
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    • pp.1036-1043
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    • 2005
  • In this paper, we propose a sequential motion vector recovery algorithm for H.264 video coding standard. Motion vectors of H.264 video coding standard cover relatively smaller areas than other standard, since motion estimation of H.264 takes place in the fashion of variable block size. Therefore, the correlation of motion vectors between neighboring blocks increases as the block size of motion estimation is lowered. Under the framework of sequential recovery, we introduce a motion vector recovery using $\alpha$-trimed mean filter. Experimental results show that proposed algorithm is useful in real time video delivery .with nearly comparable or better visual quality than previous approaches such as macro block boundary matching and Lagrage interpolation.

DE-Based Adaptive Reversible Data Hiding Scheme (DE 기반의 적응적인 가역정보은닉기법)

  • Choi, Jang-Hee;Yoon, Eun-Jun;Yoo, Kee-Young
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.2
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    • pp.103-114
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    • 2012
  • The many DE based data hiding schemes and the many data hiding schemes based on Histogram shifting are researched in spatial domain. The data hiding scheme based on Histogram shifting have an advantage of low distortion of the stego image. But the capacity is low than other schemes. On the other hands, the DE based data hiding schemes have an advantage of high capacity. But the quality of the stego image is low. In this paper, new data hiding scheme which has the similar capacity but the increased quality of the stego image is proposed. The prediction error is divided into blocks to embed the secret data in this scheme. The prediction errors in the block are scanned before the secret data is embedded. If one prediction error is low than the threshold at least, the block is changed to embed the secret data. Otherwise the secret data is not embedded. The distortion of the stego image is minimized by this method. But the block that the secret data embedded is marked in location map. So the additional information to extract the secret data and recover the cover image is needed.

An Area Efficient Low Power Data Cache for Multimedia Embedded Systems (멀티미디어 내장형 시스템을 위한 저전력 데이터 캐쉬 설계)

  • Kim Cheong-Ghil;Kim Shin-Dug
    • The KIPS Transactions:PartA
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    • v.13A no.2 s.99
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    • pp.101-110
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    • 2006
  • One of the most effective ways to improve cache performance is to exploit both temporal and spatial locality given by any program executional characteristics. This paper proposes a data cache with small space for low power but high performance on multimedia applications. The basic architecture is a split-cache consisting of a direct-mapped cache with small block sire and a fully-associative buffer with large block size. To overcome the disadvantage of small cache space, two mechanisms are enhanced by considering operational behaviors of multimedia applications: an adaptive multi-block prefetching to initiate various fetch sizes and an efficient block filtering to remove rarely reused data. The simulations on MediaBench show that the proposed 5KB-cache can provide equivalent performance and reduce energy consumption up to 40% as compared with 16KB 4-way set associative cache.

Recognition Performance Improvement of QR and Color Codes Posted on Curved Surfaces (곡면상에 부착된 QR 코드와 칼라 코드의 인식률 개선)

  • Kim, Jin-soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.3
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    • pp.267-275
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    • 2019
  • Currently, due to the widespread use of a smartphone, QR codes allow users to access a variety of added services. However, the QR codes posted on curved surfaces tend to be non-uniformly illuminated and bring about the decline of recognition rate. So, in this paper, the block-adaptive binarization policy is adopted to find an optimal threshold appropriate for bimodal image like QR codes. For a large block, its histogram distribution is found to get an initial threshold and then the block is partitioned to reflect the local characteristics of small blocks. Also, morphological operation is applied to their neighboring boundary at the discontinuous at the QR code junction. This paper proposes an authentication method based on the color code, uniquely painted within QR code. Through a variety of practical experiments, it is shown that the proposed algorithm outperforms the conventional method in detecting QR code and also maintains good recognition rate up to 40 degrees on curved surfaces.

A Fast Error Concealment Using a Data Hiding Technique and a Robust Error Resilience for Video (데이터 숨김과 오류 내성 기법을 이용한 빠른 비디오 오류 은닉)

  • Kim, Jin-Ok
    • The KIPS Transactions:PartB
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    • v.10B no.2
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    • pp.143-150
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    • 2003
  • Error concealment plays an important role in combating transmission errors. Methods of error concealment which produce better quality are generally of higher complexity, thus making some of the more sophisticated algorithms is not suitable for real-time applications. In this paper, we develop temporal and spatial error resilient video encoding and data hiding approach to facilitate the error concealment at the decoder. Block interleaving scheme is introduced to isolate erroneous blocks caused by packet losses for spatial area of error resilience. For temporal area of error resilience, data hiding is applied to the transmission of parity bits to protect motion vectors. To do error concealment quickly, a set of edge features extracted from a block is embedded imperceptibly using data hiding into the host media and transmitted to decoder. If some part of the media data is damaged during transmission, the embedded features are used for concealment of lost data at decoder. This method decreases a complexity of error concealment by reducing the estimation process of lost data from neighbor blocks. The proposed data hiding method of parity bits and block features is not influence much to the complexity of standard encoder. Experimental results show that proposed method conceals properly and effectively burst errors occurred on transmission channel like Internet.

A New Gradient Estimation of Euclidean Distance between Error Distributions (오차확률분포 사이 유클리드 거리의 새로운 기울기 추정법)

  • Kim, Namyong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.8
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    • pp.126-135
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    • 2014
  • The Euclidean distance between error probability density functions (EDEP) has been used as a performance criterion for supervised adaptive signal processing in impulsive noise environments. One of the drawbacks of the EDEP algorithm is a heavy computational complexity due to the double summation operations at each iteration time. In this paper, a recursive method to reduce its computational burden in the estimation of the EDEP and its gradient is proposed. For the data block size N, the computational complexity for the estimation of the EDEP and its gradient can be reduced to O(N) by the proposed method, while the conventional estimation method has $O(N^2)$. In the performance test, the proposed EDEP and its gradient estimation yield the same estimation results in the steady state as the conventional block-processing method. The simulation results indicates that the proposed method can be effective in practical adaptive signal processing.

Adaptive Block-based Depth-map Coding Method (적응적 블록기반 깊이정보 맵 부호화 방법)

  • Kim, Kyung-Yong;Park, Gwang-Hoon;Suh, Doug-Young
    • Journal of Broadcast Engineering
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    • v.14 no.5
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    • pp.601-615
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    • 2009
  • This paper proposes an efficient depth-map coding method for generating virtual-view images in 3D-Video. Virtual-view images can be generated by the view-interpolation based on the depth-map of the image. A conventional video coding method such as H.264 has been used. However, a conventional video coding method does not consider the image characteristics of the depth-map. Therefore, this paper proposes an adaptive depth-map coding method that can select between the H.264/AVC coding scheme and the proposed gray-coded bit plane-based coding scheme in a unit of block. This improves the coding efficiency of the depth-map data. Simulation results show that the proposed method, in comparison with the H.264/AVC coding scheme, improves the average BD-rate savings by 7.43% and the average BD-PSNR gains by 0.5dB. It also improves the subjective picture quality of synthesized virtual-view images using decoded depth-maps.