• Title/Summary/Keyword: 3-run image method

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Image Coding by Region Classification and Wavelet Transform (영역분류와 웨이브렛 변환에 의한 영상 부호화)

  • 윤국진;박정호;최재호;곽훈성
    • Proceedings of the IEEK Conference
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    • 2000.06c
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    • pp.113-116
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    • 2000
  • In this paper, we present new scheme for image coding which efficiently use the relationship between the properties of spatial image and its wavelet transform. Firstly an original image is decomposed into several layers by the wavelet transform, and simultaneously decomposed into 2$\^$n/ ${\times}$ 2$\^$n/ blocks. Each block is classified into 3 regions according to their property, i.e., low activity region(LAR), midrange activity region(MAR), high activity region(HAR). Secondly we are applied texture modeling technique to LAR, MAR and HAR are encoded by Stack-Run coding technique. Finally our scheme Is superior to the Zerotree method in both reconstructed image Quality and transmitted bit rates.

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A Study on Efficient Feature-Vector Extraction for Content-Based Image Retrieval System (내용 기반 영상 검색 시스템을 위한 효율적인 특징 벡터 추출에 관한 연구)

  • Yoo Gi-Hyoung;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.13B no.3 s.106
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    • pp.309-314
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    • 2006
  • Recently, multimedia DBMS is appeared to be the core technology of the information society to store, manage and retrieve multimedia data efficiently. In this paper, we propose a new method for content based-retrieval system using wavelet transform, energy value to extract automatically feature vector from image data, and suggest an effective retrieval technique through this method. Wavelet transform is widely used in image compression and digital signal analysis, and its coefficient values reflect image feature very well. The correlation in wavelet domain between query image data and the stored data in database is used to calculate similarity. In order to assess the image retrieval performance, a set of hundreds images are run. The method using standard derivation and mean value used for feature vector extraction are compared with that of our method based on energy value. For the simulation results, our energy value method was more effective than the one using standard derivation and mean value.

Lossless Coding Scheme for Lattice Vector Quantizer Using Signal Set Partitioning Method (Signal Set Partitioning을 이용한 격자 양자화의 비 손실 부호화 기법)

  • Kim, Won-Ha
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.6
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    • pp.93-105
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    • 2001
  • In the lossless step of Lattice Vector Quantization(LVQ), the lattice codewords produced at quantization step are enumerated into radius sequence and index sequence. The radius sequence is run-length coded and then entropy coded, and the index sequence is represented by fixed length binary bits. As bit rate increases, the index bit linearly increases and deteriorates the coding performances. To reduce the index bits across the wide range of bit rates, we developed a novel lattice enumeration algorithm adopting the set partitioning method. The proposed enumeration method shifts down large index values to smaller ones and so reduces the index bits. When the proposed lossless coding scheme is applied to a wavelet based image coding, the proposed scheme achieves more than 10% at bit rates higher than 0.3 bits/pixel over the conventional lossless coding method, and yields more improvement as bit rate becomes higher.

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A Study on Steganography Using Cartoon Image (카툰 화상을 이용한 심층암호에 관한 연구)

  • Park, Young-Ran;Park, Ji-Hwan
    • Journal of Korea Multimedia Society
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    • v.7 no.7
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    • pp.913-921
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    • 2004
  • Steganography is a kind of data hiding which can hide secret information to digital media. It is performed so that another person does not recognize any information and make secret communication between each other. Specially, it is not easy to hide secret information without being visually recognized in scanned text image or cartoon image etc. In this paper, we propose an improved method that can embed a large quantity of secret information in a binary image without noticeable artifacts. Binary cartoon image is divided into block of 3-by-3 sizes. Secret information is embedded by using run-length of 8-neighborhood pixels except for the center pixel of the block. To improve the embedding capacity, we embed it into center pixel under to some condition.

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Usefulness of Image Registration in Brain Perfusion SPECT (Brain Perfusion SPECT에서 Image Registration의 유용성)

  • Song, Ho-June;Lim, Jung-Jin;Kim, Jin-Eui;Kim, Hyun-Joo
    • The Korean Journal of Nuclear Medicine Technology
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    • v.15 no.2
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    • pp.60-64
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    • 2011
  • Purpose: The brain perfusion SPECT is the examination which is able to know adversity information related brain disorder. But brain perfusion SPECT has also high failure rates by patient's motions. In this case, we have to use two days method and patients put up with many disadvantages. We think that we don't use two days method in brain perfusion SPECT, if we can use registration method. So this study has led to look over registration method applications in brain perfusion SPECT. Materials and Methods: Jaszczak, Hoffman and cylindrical phantoms were used for acquiring SPECT image data on varying degree in x, y, z axes. The phantoms were filled with $^{99m}Tc$ solution that consisted of a radioactive concentration of 111 MBq/mL. Phantom images were acquired through scanning for 5 sec long per frame by using Triad XLT9 triple head gamma camera (TRIONIX, USA). We painted the ROI of registration image in brain data. So we calculated the ROIratio which was different original image counts and registration image counts. Results: When carring out the experiments under the same condition, total counts differential was from 3.5% to 5.7% (mean counts was from 3.4% to 6.8%) in phantom and patients data. In addition, we also run the experiments in the double activity condition. Total counts differential was from 2.6% to 4.9% (mean counts was from 4.1% to 4.9%) in phantom and patients data. Conclusion: We can know that original and registration data are little different in image analysis. If we use the image registration method, we can improve disadvantage of two days method in brain perfusion SPECT. But we must consider image registration about the distance differences in x, y, z axes.

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Efficient Color Image Segmentation using SOM and Grassfire Algorithm (SOM과 grassfire 기법을 이용한 효율적인 컬러 영상 분할)

  • Hwang, Young-Chul;Cha, Eui-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.08a
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    • pp.142-145
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    • 2008
  • This paper proposes a computationally efficient algorithm for color image segmentation using self-organizing map(SOM) and grassfire algorithm. We reduce a computation time by decreasing the number of input neuron and input data which is used for learning at SOM. First converting input image to CIE $L^*u^*v^*$ color space and run the learning stage with the SOM-input neuron size is three and output neuron structure is 4by4 or 5by5. After learning, compute output value correspondent with input pixel and merge adjacent pixels which have same output value into segment using grassfire algorithm. The experimental results with various images show that proposed method lead to a good segmentation results than others.

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Evaluation of Volumetric Texture Features for Computerized Cell Nuclei Grading

  • Kim, Tae-Yun;Choi, Hyun-Ju;Choi, Heung-Kook
    • Journal of Korea Multimedia Society
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    • v.11 no.12
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    • pp.1635-1648
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    • 2008
  • The extraction of important features in cancer cell image analysis is a key process in grading renal cell carcinoma. In this study, we applied three-dimensional (3D) texture feature extraction methods to cell nuclei images and evaluated the validity of them for computerized cell nuclei grading. Individual images of 2,423 cell nuclei were extracted from 80 renal cell carcinomas (RCCs) using confocal laser scanning microscopy (CLSM). First, we applied the 3D texture mapping method to render the volume of entire tissue sections. Then, we determined the chromatin texture quantitatively by calculating 3D gray-level co-occurrence matrices (3D GLCM) and 3D run length matrices (3D GLRLM). Finally, to demonstrate the suitability of 3D texture features for grading, we performed a discriminant analysis. In addition, we conducted a principal component analysis to obtain optimized texture features. Automatic grading of cell nuclei using 3D texture features had an accuracy of 78.30%. Combining 3D textural and 3D morphological features improved the accuracy to 82.19%. As a comparative study, we also performed a stepwise feature selection. Using the 4 optimized features, we could obtain more improved accuracy of 84.32%. Three dimensional texture features have potential for use as fundamental elements in developing a new nuclear grading system with accurate diagnosis and predicting prognosis.

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Searching Location of Chromosome Using Statistical Method (통계적 산출방법을 이용한 염색체 위치 탐색)

  • Song, J.Y.;Kim, J.B.;Yoon, Y.R.;Lee, Y.S.
    • Proceedings of the KOSOMBE Conference
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    • v.1995 no.05
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    • pp.49-53
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    • 1995
  • In this paper, we classify between the chromosome and blood cell, and find the location of chromosome. First, the gray level images be the binary images using the threshold method. Then, the spot noises are removed by the morphological filtering. Features are obtained using the updated Run length(RL) coding and are classified using the Bayes decision rule. The performances of classification are 83.3% in chromosome and 93.3% in blood cell. Because each sub-images ($256{\times}256$) is obtained from the full image($512{\times}512$), we realize the location of chromosome if we get the corrected chromosome classifications.

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Development of an Interactive Virtual Reality Service based on 360 degree VR Image (360도 파노라마 영상 기반 대화형 가상현실 서비스 구축)

  • Kang, Byoung-Gil;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.463-470
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    • 2017
  • Currently, virtual reality contents using VR images are spotlighted since they can be easily created and utilized. But because VR images are in a state of lack of interaction, there are limitations in their applications and usability.In order to overcome this problem, we propose a new method in which 360 degree panorama image and game engine are utilized to develop a high resolution of interactive VR service in real time. In particular, since the background image, which is represented by a form of panorama image, is pre-generated through a heavy rendering computation, it can be used to provide a immersive VR service with a relatively small amount of computation in run time on a low performance device. In order to show the effectiveness of our proposed method, an interactive game of a virtual zoo environment was implemented and illustrated showing that it can improve user interaction and immersion experience in a pretty good way.

GPU-based Image-space Collision Detection among Closed Objects (GPU를 이용한 이미지 공간 충돌 검사 기법)

  • Jang, Han-Young;Jeong, Taek-Sang;Han, Jung-Hyun
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.45-52
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    • 2006
  • This paper presents an image-space algorithm to real-time collision detection, which is run completely by GPU. For a single object or for multiple objects with no collision, the front and back faces appear alternately along the view direction. However, such alternation is violated when objects collide. Based on these observations, the algorithm propose the depth peeling method which renders the minimal surface of objects, not whole surface, to find colliding. The Depth peeling method utilizes the state-of-the-art functionalities of GPU such as framebuffer object, vertexbuffer object, and occlusion query. Combining these functions, multi-pass rendering and context switch can be done with low overhead. Therefore proposed approach has less rendering times and rendering overhead than previous image-space collision detection. The algorithm can handle deformable objects and complex objects, and its precision is governed by the resolution of the render-target-texture. The experimental results show the feasibility of GPU-based collision detection and its performance gain in real-time applications such as 3D games.

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