• Title/Summary/Keyword: Super Resolution Algorithm

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Directionally Adaptive Aliasing and Noise Removal Using Dictionary Learning and Space-Frequency Analysis (사전 학습과 공간-주파수 분석을 사용한 방향 적응적 에일리어싱 및 잡음 제거)

  • Chae, Eunjung;Lee, Eunsung;Cheong, Hejin;Paik, Joonki
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.8
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    • pp.87-96
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    • 2014
  • In this paper, we propose a directionally adaptive aliasing and noise removal using dictionary learning based on space-frequency analysis. The proposed aliasing and noise removal algorithm consists of two modules; i) aliasing and noise detection using dictionary learning and analysis of frequency characteristics from the combined wavelet-Fourier transform and ii) aliasing removal with suppressing noise based on the directional shrinkage in the detected regions. The proposed method can preserve the high-frequency details because aliasing and noise region is detected. Experimental results show that the proposed algorithm can efficiently reduce aliasing and noise while minimizing losses of high-frequency details and generation of artifacts comparing with the conventional methods. The proposed algorithm is suitable for various applications such as image resampling, super-resolution image, and robot vision.

Comparison of Seismic Data Interpolation Performance using U-Net and cWGAN (U-Net과 cWGAN을 이용한 탄성파 탐사 자료 보간 성능 평가)

  • Yu, Jiyun;Yoon, Daeung
    • Geophysics and Geophysical Exploration
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    • v.25 no.3
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    • pp.140-161
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    • 2022
  • Seismic data with missing traces are often obtained regularly or irregularly due to environmental and economic constraints in their acquisition. Accordingly, seismic data interpolation is an essential step in seismic data processing. Recently, research activity on machine learning-based seismic data interpolation has been flourishing. In particular, convolutional neural network (CNN) and generative adversarial network (GAN), which are widely used algorithms for super-resolution problem solving in the image processing field, are also used for seismic data interpolation. In this study, CNN-based algorithm, U-Net and GAN-based algorithm, and conditional Wasserstein GAN (cWGAN) were used as seismic data interpolation methods. The results and performances of the methods were evaluated thoroughly to find an optimal interpolation method, which reconstructs with high accuracy missing seismic data. The work process for model training and performance evaluation was divided into two cases (i.e., Cases I and II). In Case I, we trained the model using only the regularly sampled data with 50% missing traces. We evaluated the model performance by applying the trained model to a total of six different test datasets, which consisted of a combination of regular, irregular, and sampling ratios. In Case II, six different models were generated using the training datasets sampled in the same way as the six test datasets. The models were applied to the same test datasets used in Case I to compare the results. We found that cWGAN showed better prediction performance than U-Net with higher PSNR and SSIM. However, cWGAN generated additional noise to the prediction results; thus, an ensemble technique was performed to remove the noise and improve the accuracy. The cWGAN ensemble model removed successfully the noise and showed improved PSNR and SSIM compared with existing individual models.

GPU-based dynamic point light particles rendering using 3D textures for real-time rendering (실시간 렌더링 환경에서의 3D 텍스처를 활용한 GPU 기반 동적 포인트 라이트 파티클 구현)

  • Kim, Byeong Jin;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.123-131
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    • 2020
  • This study proposes a real-time rendering algorithm for lighting when each of more than 100,000 moving particles exists as a light source. Two 3D textures are used to dynamically determine the range of influence of each light, and the first 3D texture has light color and the second 3D texture has light direction information. Each frame goes through two steps. The first step is to update the particle information required for 3D texture initialization and rendering based on the Compute shader. Convert the particle position to the sampling coordinates of the 3D texture, and based on this coordinate, update the colour sum of the particle lights affecting the corresponding voxels for the first 3D texture and the sum of the directional vectors from the corresponding voxels to the particle lights for the second 3D texture. The second stage operates on a general rendering pipeline. Based on the polygon world position to be rendered first, the exact sampling coordinates of the 3D texture updated in the first step are calculated. Since the sample coordinates correspond 1:1 to the size of the 3D texture and the size of the game world, use the world coordinates of the pixel as the sampling coordinates. Lighting process is carried out based on the color of the sampled pixel and the direction vector of the light. The 3D texture corresponds 1:1 to the actual game world and assumes a minimum unit of 1m, but in areas smaller than 1m, problems such as stairs caused by resolution restrictions occur. Interpolation and super sampling are performed during texture sampling to improve these problems. Measurements of the time taken to render a frame showed that 146 ms was spent on the forward lighting pipeline, 46 ms on the defered lighting pipeline when the number of particles was 262144, and 214 ms on the forward lighting pipeline and 104 ms on the deferred lighting pipeline when the number of particle lights was 1,024766.