• Title/Summary/Keyword: Real-world images

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Vehicle Manufacturer Recognition using Deep Learning and Perspective Transformation

  • Ansari, Israfil;Shim, Jaechang
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.235-238
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    • 2019
  • In real world object detection is an active research topic for understanding different objects from images. There are different models presented in past and had significant results. In this paper we are presenting vehicle logo detection using previous object detection models such as You only look once (YOLO) and Faster Region-based CNN (F-RCNN). Both the front and rear view of the vehicles were used for training and testing the proposed method. Along with deep learning an image pre-processing algorithm called perspective transformation is proposed for all the test images. Using perspective transformation, the top view images were transformed into front view images. This algorithm has higher detection rate as compared to raw images. Furthermore, YOLO model has better result as compare to F-RCNN model.

Gender Classification of Low-Resolution Facial Image Based on Pixel Classifier Boosting

  • Ban, Kyu-Dae;Kim, Jaehong;Yoon, Hosub
    • ETRI Journal
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    • v.38 no.2
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    • pp.347-355
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    • 2016
  • In face examinations, gender classification (GC) is one of several fundamental tasks. Recent literature on GC primarily utilizes datasets containing high-resolution images of faces captured in uncontrolled real-world settings. In contrast, there have been few efforts that focus on utilizing low-resolution images of faces in GC. We propose a GC method based on a pixel classifier boosting with modified census transform features. Experiments are conducted using large datasets, such as Labeled Faces in the Wild and The Images of Groups, and standard protocols of GC communities. Experimental results show that, despite using low-resolution facial images that have a 15-pixel inter-ocular distance, the proposed method records a higher classification rate compared to current state-of-the-art GC algorithms.

Real-time Ray-tracing Chip Architecture

  • Yoon, Hyung-Min;Lee, Byoung-Ok;Cheong, Cheol-Ho;Hur, Jin-Suk;Kim, Sang-Gon;Chung, Woo-Nam;Lee, Yong-Ho;Park, Woo-Chan
    • IEIE Transactions on Smart Processing and Computing
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    • v.4 no.2
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    • pp.65-70
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    • 2015
  • In this paper, we describe the world's first real-time ray-tracing chip architecture. Ray-tracing technology generates high-quality 3D graphics images better than current rasterization technology by providing four essential light effects: shadow, reflection, refraction and transmission. The real-time ray-tracing chip named RayChip includes a real-time ray-tracing graphics processing unit and an accelerating tree-building unit. An ARM Ltd. central processing unit (CPU) and other peripherals are also included to support all processes of 3D graphics applications. Using the accelerating tree-building unit named RayTree to minimize the CPU load, the chip uses a low-end CPU and decreases both silicon area and power consumption. The evaluation results with RayChip show appropriate performance to support real-time ray tracing in high-definition (HD) resolution, while the rendered images are scaled to full HD resolution. The chip also integrates the Linux operating system and the familiar OpenGL for Embedded Systems application programming interface for easy application development.

Implementation of a Single Image Detection and Tracking System in Multiple Images (다중 이미지에서 단일 이미지 검출 및 추적 시스템 구현)

  • Choi, Jaehak;Park, Inho;Kim, Seongyoon;Lee, Yonghwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.16 no.3
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    • pp.78-81
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    • 2017
  • Augmented Reality(AR) is the core technology of the future knowledge service industry. It is expected to be used in various fields such as medical, education, entertainment etc. Briefly, augmented reality technology is a technique in which a mapped virtual object is augmented when a real-world object is viewed through a device after mapping a real-world object and a virtual object. In this paper, we implemented object detection and tracking system, which is a key technology of augmented reality. To speed up the object tracking, the ORB algorithm, which is a lightweight algorithm compared to the detection algorithm, is applied. In addition, KNN classifier, which is a machine learning algorithm, was applied to detect a single object by learning multiple images.

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Combining Hough Transform and Fuzzy Unsupervised Learning Strategy in Automatic Segmentation of Large Bowel Obstruction Area from Erect Abdominal Radiographs

  • Kwang Baek Kim;Doo Heon Song;Hyun Jun Park
    • Journal of information and communication convergence engineering
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    • v.21 no.4
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    • pp.322-328
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    • 2023
  • The number of senior citizens with large bowel obstruction is steadily growing in Korea. Plain radiography was used to examine the severity and treatment of this phenomenon. To avoid examiner subjectivity in radiography readings, we propose an automatic segmentation method to identify fluid-filled areas indicative of large bowel obstruction. Our proposed method applies the Hough transform to locate suspicious areas successfully and applies the possibilistic fuzzy c-means unsupervised learning algorithm to form the target area in a noisy environment. In an experiment with 104 real-world large-bowel obstruction radiographs, the proposed method successfully identified all suspicious areas in 73 of 104 input images and partially identified the target area in another 21 images. Additionally, the proposed method shows a true-positive rate of over 91% and false-positive rate of less than 3% for pixel-level area formation. These performance evaluation statistics are significantly better than those of the possibilistic c-means and fuzzy c-means-based strategies; thus, this hybrid strategy of automatic segmentation of large bowel suspicious areas is successful and might be feasible for real-world use.

Multi-scale 3D Panor ama Content Augmented System using Depth-map

  • Kim, Cheeyong;Kim, Eung-Kon;Kim, Jong-Chan
    • Journal of Korea Multimedia Society
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    • v.17 no.6
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    • pp.733-740
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    • 2014
  • With the development and spread of 3D display, users can easily experience an augmented reality with 3D features. Therefore, the demand for content of an augmented reality is exponentially growing in various fields. A traditional augmented reality environment was generally created by CG(Computer Graphics) modelling production tools. However, this method takes too much time and efforts to create an augmented environment. To create an augmented environment similar to the real world, everything in the real world should be measured, gone through modeling, and located in an augmented environment. But the time and efforts spent in the creation don't produce the same environment as the real world, making it hard for users to feel the sense of reality. In this study, multi-scale 3D panorama content augmented system is suggested by using a depth-map. By finding matching features from images to add 3D features to an augmented environment, a depth-map is derived and embodied as panorama, producing high-quality augmented content system with a sense of reality. With this study, limits of 2D panorama technologies will be overcome and a sense of reality and immersion will be provided to users with a natural navigation.

FD-StackGAN: Face De-occlusion Using Stacked Generative Adversarial Networks

  • Jabbar, Abdul;Li, Xi;Iqbal, M. Munawwar;Malik, Arif Jamal
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.7
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    • pp.2547-2567
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    • 2021
  • It has been widely acknowledged that occlusion impairments adversely distress many face recognition algorithms' performance. Therefore, it is crucial to solving the problem of face image occlusion in face recognition. To solve the image occlusion problem in face recognition, this paper aims to automatically de-occlude the human face majority or discriminative regions to improve face recognition performance. To achieve this, we decompose the generative process into two key stages and employ a separate generative adversarial network (GAN)-based network in both stages. The first stage generates an initial coarse face image without an occlusion mask. The second stage refines the result from the first stage by forcing it closer to real face images or ground truth. To increase the performance and minimize the artifacts in the generated result, a new refine loss (e.g., reconstruction loss, perceptual loss, and adversarial loss) is used to determine all differences between the generated de-occluded face image and ground truth. Furthermore, we build occluded face images and corresponding occlusion-free face images dataset. We trained our model on this new dataset and later tested it on real-world face images. The experiment results (qualitative and quantitative) and the comparative study confirm the robustness and effectiveness of the proposed work in removing challenging occlusion masks with various structures, sizes, shapes, types, and positions.

Immersive Multichannel Display for Virtual Reality (가상현실을 위한 몰입형 멀티채널 디스플레이)

  • Kim, Sang Youn;Im, Sung Min;Kim, Do Yoon;Lee, Jae Hyub
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.131-139
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    • 2010
  • Virtual reality(VR) technology allows users to experience the same sensation as if they look and feel real objects, and furthermore it enables users to experience phenomena in virtual environment which are difficult to illustrate in real world. A multichannel display is one of the virtual reality systems for generating high-quality images and guaranteeing a wide view angle using multiple projectors. In this work, we present the multichannel display system whose resolution is $4096{\times}1536$. We implement an automatic calibration (geometric and color) method for compensating the distorted image and color. The results clearly show the proposed system provides continuous and smooth images.

Performance Evaluation of Pansharpening Algorithms for WorldView-3 Satellite Imagery

  • Kim, Gu Hyeok;Park, Nyung Hee;Choi, Seok Keun;Choi, Jae Wan
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.34 no.4
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    • pp.413-423
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    • 2016
  • Worldview-3 satellite sensor provides panchromatic image with high-spatial resolution and 8-band multispectral images. Therefore, an image-sharpening technique, which sharpens the spatial resolution of multispectral images by using high-spatial resolution panchromatic images, is essential for various applications of Worldview-3 images based on image interpretation and processing. The existing pansharpening algorithms tend to tradeoff between spectral distortion and spatial enhancement. In this study, we applied six pansharpening algorithms to Worldview-3 satellite imagery and assessed the quality of pansharpened images qualitatively and quantitatively. We also analyzed the effects of time lag for each multispectral band during the pansharpening process. Quantitative assessment of pansharpened images was performed by comparing ERGAS (Erreur Relative Globale Adimensionnelle de Synthèse), SAM (Spectral Angle Mapper), Q-index and sCC (spatial Correlation Coefficient) based on real data set. In experiment, quantitative results obtained by MRA (Multi-Resolution Analysis)-based algorithm were better than those by the CS (Component Substitution)-based algorithm. Nevertheless, qualitative quality of spectral information was similar to each other. In addition, images obtained by the CS-based algorithm and by division of two multispectral sensors were shaper in terms of spatial quality than those obtained by the other pansharpening algorithm. Therefore, there is a need to determine a pansharpening method for Worldview-3 images for application to remote sensing data, such as spectral and spatial information-based applications.

Metamorphosis of Reality in Animation (애니메이션에서 리얼리티의 역사적 변용)

  • Rieh, Jae-Gyu
    • Cartoon and Animation Studies
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    • s.9
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    • pp.220-234
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    • 2005
  • The article deals with the reality subject of animations. Animations are created on the basis of fantasy. Disney's introduction of the narratives and styles of live action film into the field of animation, which laid a foundation for the hyper-reality animation, has produced an unintended consequence of marginalizing other animation genres which have emphasized fantasy through free experimentations of various images. A combination of Disney's world view of hyper-reality with later-developed 3D computer animation technology has made fantastic figures and spaces much more real than the real ones, and succeeded in creating a matrix of simulacre, a world of mere copies without the original.

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