• 제목/요약/키워드: Pixel Space

검색결과 294건 처리시간 0.022초

Improved measurement uncertainty of photon detection efficiency for single pixel Silicon photomultiplier

  • 양슬기;이혜영;전진아;김석환;이직;박일흥
    • 천문학회보
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    • 제37권2호
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    • pp.210.1-210.1
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    • 2012
  • We report technique used for improved measurement uncertainties for Photon detection efficiency(PDE) of $1mm^2$ single pixel SiPM. It consists of 470nm LED light source, two 2-inch integrating sphere and two NIST calibrated silicon photodiodes that have ${\pm}2.4%$ calibration error. With raytracing simulation of our experimental setup, we predict number of photon into SiPM and measurement uncertainty. For MPPC, Hamamatsu suggested PDE(1600 micro pixel) including crosstalk and afterpulse is 23.5% at 470 nm. By using new low calibration error photodiode and raytracing simulation, our simulation result has ${\pm}3%$ measurement uncertainty. The technical detail of measurement, simulation are presented with the results and implication.

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Application of Deep Learning to Solar Data: 2. Generation of Solar UV & EUV images from magnetograms

  • Park, Eunsu;Moon, Yong-Jae;Lee, Harim;Lim, Daye
    • 천문학회보
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    • 제44권1호
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    • pp.81.3-81.3
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    • 2019
  • In this study, we apply conditional Generative Adversarial Network, which is one of the deep learning method, to the image-to-image translation from solar magentograms to solar UV and EUV images. For this, we train a model using pairs of SDO/AIA 9 wavelength UV and EUV images and their corresponding SDO/HMI line-of-sight magnetograms from 2011 to 2017 except August and September each year. We evaluate the model by comparing pairs of SDO/AIA images and corresponding generated ones in August and September. Our results from this study are as follows. First, we successfully generate SDO/AIA like solar UV and EUV images from SDO/HMI magnetograms. Second, our model has pixel-to-pixel correlation coefficients (CC) higher than 0.8 except 171. Third, our model slightly underestimates the pixel values in the view of Relative Error (RE), but the values are quite small. Fourth, considering CC and RE together, 1600 and 1700 photospheric UV line images, which have quite similar structures to the corresponding magnetogram, have the best results compared to other lines. This methodology can be applicable to many scientific fields that use several different filter images.

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Color Domain 및 Gamma Correction 적용에 따른 Retinex 기반 영상개선 알고리즘의 효과 분석 (Performance Analysis of Retinex-based Image Enhancement According to Color Domain and Gamma Correction Adaptation)

  • 김동형
    • 디지털산업정보학회논문지
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    • 제15권1호
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    • pp.99-107
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    • 2019
  • Retinex-based image enhancement is a technique that utilizes the property that the human visual characteristics are sensitive to the difference from the surrounding pixel value rather than the pixel value itself. These Retinex-based algorithms show different characteristics of the improved image depending on the applied color space or gamma correction. In this paper, we set eight different experimental conditions according to the application of color space and gamma correction, and analyze the objective and subjective performance of each Retinex based image enhancement algorithm and apply it to the implementation of Retinex based algorithm. In the case of gamma correction, quantitative low entropy images and low contrast images are obtained. The application of Retinex technique in HSI color space rather than RGB color space is found to be high in overall subjective image quality as well as maintaining color.

얼굴 기하에 기반한 얼굴 검출 알고리듬 (Face Detction Using Face Geometry)

  • 류세진;은승엽
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 하계종합학술대회 논문집(4)
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    • pp.49-52
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    • 2002
  • This paper presents a fast algorithm for face detection from color images on internet. We use Mahalanobis distance between standard skin color and actual pixel color on IQ color space to segment skin color regions. The skin color regions are the candidate face region. Further, the locations of eyes and mouth regions are found by computing average pixel values on horizontal and vertical pixel lines. The geometry of mouth and eye locations is compared to the standard face geometry to eliminate false face regions. Our Method is simple and fast so that it can be applied to face search engine for internet.

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Triqubit-State Measurement-Based Image Edge Detection Algorithm

  • Wang, Zhonghua;Huang, Faliang
    • Journal of Information Processing Systems
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    • 제14권6호
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    • pp.1331-1346
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    • 2018
  • Aiming at the problem that the gradient-based edge detection operators are sensitive to the noise, causing the pseudo edges, a triqubit-state measurement-based edge detection algorithm is presented in this paper. Combing the image local and global structure information, the triqubit superposition states are used to represent the pixel features, so as to locate the image edge. Our algorithm consists of three steps. Firstly, the improved partial differential method is used to smooth the defect image. Secondly, the triqubit-state is characterized by three elements of the pixel saliency, edge statistical characteristics and gray scale contrast to achieve the defect image from the gray space to the quantum space mapping. Thirdly, the edge image is outputted according to the quantum measurement, local gradient maximization and neighborhood chain code searching. Compared with other methods, the simulation experiments indicate that our algorithm has less pseudo edges and higher edge detection accuracy.

컬러 시각을 이용한 사람 손의 검출 (Human Hand Detection Using Color Vision)

  • 김준엽;도용태
    • 센서학회지
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    • 제21권1호
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    • pp.28-33
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    • 2012
  • The visual sensing of human hands plays an important part in many man-machine interaction/interface systems. Most existing visionbased hand detection techniques depend on the color cues of human skin. The RGB color image from a vision sensor is often transformed to another color space as a preprocessing of hand detection because the color space transformation is assumed to increase the detection accuracy. However, the actual effect of color space transformation has not been well investigated in literature. This paper discusses a comparative evaluation of the pixel classification performance of hand skin detection in four widely used color spaces; RGB, YIQ, HSV, and normalized rgb. The experimental results indicate that using the normalized red-green color values is the most reliable under different backgrounds, lighting conditions, individuals, and hand postures. The nonlinear classification of pixel colors by the use of a multilayer neural network is also proposed to improve the detection accuracy.

조위관측기록지 이미지에서 그래프 영역 검출 기법 (The Detection Scheme of Graph Area from Sea Level Measurements Recording Paper Images)

  • 유영중;김영주;박성호
    • 한국정보통신학회논문지
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    • 제14권11호
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    • pp.2555-2562
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    • 2010
  • 본 논문에서는 수작업을 최소화하면서 조위 기록지로부터 조위 기록 그래프를 추출하는 방법을 제안한다. 사용자가 그래프 상의 하나의 픽셀을 선택하면, 선택된 픽셀과 나머지 픽셀들과의 LAB 색상 공간상에서의 관계를 이용해 자동으로 대부분의 배경 픽셀들을 결정한다. 배경 픽셀들이 결정되면, 각 세로줄에서 그래프 영역으로 판단되는 한개의 픽셀을 추출하고, 이 픽셀을 시작 위치로 하여 나머지 그래프 영역을 추출한다. 실험 결과는 다양한 종류의 조위 기록지로부터 최소한의 수작업만으로 조위 기록 그래프 영역을 검출할 수 있음을 보여준다.

색상정보와 깊이정보 가중치를 이용한 깊이영상 업샘플러 (Depth Upsampler Using Color and Depth Weight)

  • 신수연;김동명;서재원
    • 한국콘텐츠학회논문지
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    • 제16권7호
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    • pp.431-438
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    • 2016
  • 본 논문은 색상정보와 깊이정보 가중치를 이용한 깊이영상 업샘플링 방법을 제안한다. 제안하는 알고리즘은 먼저 양선형 보간법을 통해 높은 해상도의 깊이영상을 생성한다. 그 후 RGB 색상영상, HSV 색상영상, 깊이영상 등을 이용하여 공통경계 영역을 추정한다. 만일 보간 된 화소가 공통경계 영역에 속한다면 해당화소를 포함하는 $3{\times}3$ 영역의 화소들에 대한 색상정보와 깊이정보의 가중치를 구하고 경계 화소값 결정을 위한 비용계산을 수행한다. 그 후 가장 작은 경계 화소값 결정 비용을 가지는 화소 값을 결과영상의 화소값으로 정한다. 제안하는 알고리즘은 PSNR 및 주관적 화질 비교에서 우수한 성능을 보였다.

Denoise of Astronomical Images with Deep Learning

  • Park, Youngjun;Choi, Yun-Young;Moon, Yong-Jae;Park, Eunsu;Lim, Beomdu;Kim, Taeyoung
    • 천문학회보
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    • 제44권1호
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    • pp.54.2-54.2
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    • 2019
  • Removing noise which occurs inevitably when taking image data has been a big concern. There is a way to raise signal-to-noise ratio and it is regarded as the only way, image stacking. Image stacking is averaging or just adding all pixel values of multiple pictures taken of a specific area. Its performance and reliability are unquestioned, but its weaknesses are also evident. Object with fast proper motion can be vanished, and most of all, it takes too long time. So if we can handle single shot image well and achieve similar performance, we can overcome those weaknesses. Recent developments in deep learning have enabled things that were not possible with former algorithm-based programming. One of the things is generating data with more information from data with less information. As a part of that, we reproduced stacked image from single shot image using a kind of deep learning, conditional generative adversarial network (cGAN). r-band camcol2 south data were used from SDSS Stripe 82 data. From all fields, image data which is stacked with only 22 individual images and, as a pair of stacked image, single pass data which were included in all stacked image were used. All used fields are cut in $128{\times}128$ pixel size, so total number of image is 17930. 14234 pairs of all images were used for training cGAN and 3696 pairs were used for verify the result. As a result, RMS error of pixel values between generated data from the best condition and target data were $7.67{\times}10^{-4}$ compared to original input data, $1.24{\times}10^{-3}$. We also applied to a few test galaxy images and generated images were similar to stacked images qualitatively compared to other de-noising methods. In addition, with photometry, The number count of stacked-cGAN matched sources is larger than that of single pass-stacked one, especially for fainter objects. Also, magnitude completeness became better in fainter objects. With this work, it is possible to observe reliably 1 magnitude fainter object.

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반투명 재질의 렌더링과 화면 보간을 위한 실시간 계층화 알고리즘 (Real-Time Hierarchical Techniques for Rendering of Translucent Materials and Screen-Space Interpolation)

  • 기현우;오경수
    • 한국게임학회 논문지
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    • 제7권1호
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    • pp.31-42
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    • 2007
  • 피부, 옷 등 실세계의 대부분의 물질들은 반투명한 재질로 되어있고, 부드러운 외양을 띄고 있다. 본 논문에서는 GPU 기반의 계층화 알고리즘을 통해, 양극 확산 (dipole diffusion) 기법에 기반한 표면 내에서의 빛의 산란에 의한 조명을 근사하여 반투명한 재질을 실시간에 렌더링하는 기법을 제안한다. 무수히 많은 수의 픽셀 빛 입자들은 GPU를 활용하여 쿼드트리로 계층화된다. 렌더링될 각 픽셀마다, 많은 빛 입자를 대신하여 좋은 화질로 근사할 수 있는 집합들을 선택하고, 이것을 사용하여 조명을 계산한다. 우리는 또한, 고해상도 이미지를 효율적으로 렌더링하기 위해 공간적 일관성과 early-z 컬링을 이용한 계층적 화면 보간 기법을 소개한다. 이를 위하여, 화면 정보를 GPU 상에서 계층화한다. 우리는 공간적 유사도가 높은 픽셀들을 하나의 픽셀로 렌더링함으로써 적응적으로 보간한다. 실험을 통해 빛 계층화를 통해 반투명한 물체를 실시간에 렌더링할 수 있음을 확인하였다. 화면 보간 기법은 동급 화질에서 렌더링 비용을 $2{\sim}4$배 정도 감소시켰다. 모든 과정은 GPU를 사용한 이미지 공간 상에서 빠르게 수행되며, 어떠한 긴 전처리과정도 필요하지 않는다.

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