• Title/Summary/Keyword: Map texture

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Discolored Metal Pad Image Classification Based on Gabor Texture Features Using GPU (GPU를 이용한 Gabor Texture 특징점 기반의 금속 패드 변색 분류 알고리즘)

  • Cui, Xue-Nan;Park, Eun-Soo;Kim, Jun-Chul;Kim, Hak-Il
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.8
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    • pp.778-785
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    • 2009
  • This paper presents a Gabor texture feature extraction method for classification of discolored Metal pad images using GPU(Graphics Processing Unit). The proposed algorithm extracts the texture information using Gabor filters and constructs a pattern map using the extracted information. Finally, the golden pad images are classified by utilizing the feature vectors which are extracted from the constructed pattern map. In order to evaluate the performance of the Gabor texture feature extraction algorithm based on GPU, a sequential processing and parallel processing using OpenMP in CPU of this algorithm were adopted. Also, the proposed algorithm was implemented by using Global memory and Shared memory in GPU. The experimental results were demonstrated that the method using Shared memory in GPU provides the best performance. For evaluating the effectiveness of extracted Gabor texture features, an experimental validation has been conducted on a database of 20 Metal pad images and the experiment has shown no mis-classification.

Color Image Segmentation Based on Edge Salience Map and Region Merging (경계 중요도 맵 및 영역 병합에 기반한 칼라 영상 분할)

  • Kim, Sung-Young
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.3
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    • pp.105-113
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    • 2007
  • In this paper, an image segmentation method which is based on edge salience map and region merging is presented. The edge salience map is calculated by combining a texture edge map with a color edge map. The texture edge map is computed over multiple spatial orientations and frequencies by using Gabor filter. A color edge is computed over the H component of the HSI color model. Then the Watershed transformation technique is applied to the edge salience map to and homogeneous regions where the dissimilarity of color and texture distribution is relatively low. The Watershed transformation tends to over-segment images. To merge the over-segmented regions, first of all, morphological operation is applied to the edge salience map to enhance a contrast of it and also to find mark regions. Then the region characteristics, a Gabor texture vector and a mean color, in the segmented regions is defined and regions that have the similar characteristics, are merged. Experimental results have demonstrated the superiority in segmentation results for various images.

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Depth Map Coding Using Histogram-Based Segmentation and Depth Range Updating

  • Lin, Chunyu;Zhao, Yao;Xiao, Jimin;Tillo, Tammam
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.3
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    • pp.1121-1139
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    • 2015
  • In texture-plus-depth format, depth map compression is an important task. Different from normal texture images, depth maps have less texture information, while contain many homogeneous regions separated by sharp edges. This feature will be employed to form an efficient depth map coding scheme in this paper. Firstly, the histogram of the depth map will be analyzed to find an appropriate threshold that segments the depth map into the foreground and background regions, allowing the edge between these two kinds of regions to be obtained. Secondly, the two regions will be encoded through rate distortion optimization with a shape adaptive wavelet transform, while the edges are lossless encoded with JBIG2. Finally, a depth-updating algorithm based on the threshold and the depth range is applied to enhance the quality of the decoded depth maps. Experimental results demonstrate the effective performance on both the depth map quality and the synthesized view quality.

Generation of 3D Terrain Mesh Using Noise Function and Height Map (노이즈 함수 및 높이맵을 이용한 3차원 지형 메쉬의 생성)

  • Sangkun, Park
    • Journal of Institute of Convergence Technology
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    • v.12 no.1
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    • pp.1-5
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    • 2022
  • This paper describes an algorithm for generating a terrain using a noise function and a height map as one of the procedural terrain generation methods. The polygon mesh data structure to represent the generated terrain concisely and render it is also described. The Perlin noise function is used as the noise technique for terrain mesh, and the height data of the terrain is generated by combining the four noise waves. In addition, the terrain height information can be also obtained from actual image data taken from the satellite. The algorithm presented in this paper generates the geometry part of the polygon topography from the height data obtained, and generated a material for texture mapping with two textures, that is, a diffuse texture and a normal texture. The validity of the terrain method proposed in this paper is verified through application examples, and its possibility can be confirmed through performance verification.

Extraction of an Effective Saliency Map for Stereoscopic Images using Texture Information and Color Contrast (색상 대비와 텍스처 정보를 이용한 효과적인 스테레오 영상 중요도 맵 추출)

  • Kim, Seong-Hyun;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1008-1018
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    • 2015
  • In this paper, we propose a method that constructs a saliency map in which important regions are accurately specified and the colors of the regions are less influenced by the similar surrounding colors. Our method utilizes LBP(Local Binary Pattern) histogram information to compare and analyze texture information of surrounding regions in order to reduce the effect of color information. We extract the saliency of stereoscopic images by integrating a 2D saliency map with depth information of stereoscopic images. We then measure the distance between two different sizes of the LBP histograms that are generated from pixels. The distance we measure is texture difference between the surrounding regions. We then assign a saliency value according to the distance in LBP histogram. To evaluate our experimental results, we measure the F-measure compared to ground-truth by thresholding a saliency map at 0.8. The average F-Measure is 0.65 and our experimental results show improved performance in comparison with existing other saliency map extraction methods.

Classification of Textural Descriptors for Establishing Texture Naming System(TNS) of Fabrics -Textural Descriptions of Women's Suits Fabrics for Fall/winter Seasons- (옷감의 질감 명명 체계 확립을 위한 질감 속성자 분류 -여성 슈트용 추동복지의 질감 속성을 중심으로-)

  • Han Eun-Gyeong;Kim Eun-Ae
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.5 s.153
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    • pp.699-710
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    • 2006
  • The objective of this study was to identify the texture-related components of woven fabrics and to develop a multidimensional perceptual structure map to represent the tactile textures. Eighty subjects in clothing and tektite industries were selected for multivariate data on each fabric of 30 using the questionnaire with 9 pointed semantic differential scales of 20 texture-related adjectives. Data were analyzed by factor analysis, hierarchical cluster analysis, and multidimensional scaling(MDS) using SPSS statistical package. The results showed that the five factors were selected and composed of density/warmth-coolness, stiffness, extensibility, drapeability, and surface/slipperiness. As a result of hierarchical cluster analysis, 30 fabrics were grouped by four clusters; each cluster was named with density/warmth-coolness, surface/slipperiness, stiffness, and extensibility, respectively. By MDS, three dimensions of tactile texture were obtained and a 3-dimensional perceptual structure map was suggested. The three dimensions were named as surface/slipperiness, extensibility, and stiffness. We proposed a positioning perceptual map of fabrics related to texture naming system(TNS). To classify the textural features of the woven fabrics, hierarchical cluster analysis containing all the data variations, even though it includes the errors, may be more desirable than texture-related multidimensional data analysis based on factor loading values in respect of the effective variables reduction without losing the critical variations.

Disparity Refinement near the Object Boundaries for Virtual-View Quality Enhancement

  • Lee, Gyu-cheol;Yoo, Jisang
    • Journal of Electrical Engineering and Technology
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    • v.10 no.5
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    • pp.2189-2196
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    • 2015
  • Stereo matching algorithm is usually used to obtain a disparity map from a pair of images. However, the disparity map obtained by using stereo matching contains lots of noise and error regions. In this paper, we propose a virtual-view synthesis algorithm using disparity refinement in order to improve the quality of the synthesized image. First, the error region is detected by examining the consistency of the disparity maps. Then, motion information is acquired by applying optical flow to texture component of the image in order to improve the performance. Then, the occlusion region is found using optical flow on the texture component of the image in order to improve the performance of the optical flow. The refined disparity map is finally used for the synthesis of the virtual view image. The experimental results show that the proposed algorithm improves the quality of the generated virtual-view.

A Building Modeling using the Library-based Texture Mapping

  • Song, Jeong-Heon;Cho, Young-Wook;Han, Dong-Yeob;Kim, Yong-Il
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.744-746
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    • 2003
  • A 3D modeling of urban area can be composed the terrain modeling that can express specific and shape of the terrain and the object modeling such as buildings, trees and facilities which are found in urban areas. Especially in a 3D modeling of building, it is very important to make a unit model by simplifying 3D structure and to take a texture mapping, which can help visualize surface information. In this study, the texture mapping technique, based on library for 3D urban modeling, was used for building modeling. This technique applies the texture map in the form of library which is constructed as building types, and then take mapping to the 3D building frame. For effectively apply, this technique, we classified buildings automatically using LiDAR data and made 3D frame using LiDAR and digital map. To express the realistic building texture, we made the texture library using real building photograph.

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SHVC-based Texture Map Coding for Scalable Dynamic Mesh Compression (스케일러블 동적 메쉬 압축을 위한 SHVC 기반 텍스처 맵 부호화 방법)

  • Naseong Kwon;Joohyung Byeon;Hansol Choi;Donggyu Sim
    • Journal of Broadcast Engineering
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    • v.28 no.3
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    • pp.314-328
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    • 2023
  • In this paper, we propose a texture map compression method based on the hierarchical coding method of SHVC to support the scalability function of dynamic mesh compression. The proposed method effectively eliminates the redundancy of multiple-resolution texture maps by downsampling a high-resolution texture map to generate multiple-resolution texture maps and encoding them with SHVC. The dynamic mesh decoder supports the scalability of mesh data by decoding a texture map having an appropriate resolution according to receiver performance and network environment. To evaluate the performance of the proposed method, the proposed method is applied to V-DMC (Video-based Dynamic Mesh Coding) reference software, TMMv1.0, and the performance of the scalable encoder/decoder proposed in this paper and TMMv1.0-based simulcast method is compared. As a result of experiments, the proposed method effectively improves in performance the average of -7.7% and -5.7% in terms of point cloud-based BD-rate (Luma PSNR) in AI and LD conditions compared to the simulcast method, confirming that it is possible to effectively support the texture map scalability of dynamic mesh data through the proposed method.

Generation Method of Depth Map based on Vanishing Line using Gabor Filter (Gabor Filter를 이용한 소실선 검출 기반의 깊이 지도 생성 기법)

  • Yoo, Tae-Hoon;Lee, Sang-Hun
    • Journal of the Korea Convergence Society
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    • v.3 no.1
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    • pp.13-17
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    • 2012
  • In this paper, we propose method of generation of depth map using vanishing line and texture. vanishing line is generated by parallel lines in image. For generate vanishing line, show boundary of particular angle through Gabor Filter and extract line through Hough Transform. Initial Depth Map is estimated based on vanisihng line and combine Relative Depth map that generated using Texture Cue. The proposed algorithm advanced due to combine Initial Depth Map and Relative Depth Map.