• Title/Summary/Keyword: vertices method

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Vertex Selection Scheme for Shape Approximation Based on Dynamic Programming (동적 프로그래밍에 기반한 윤곽선 근사화를 위한 정점 선택 방법)

  • 이시웅;최재각;남재열
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.3
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    • pp.121-127
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    • 2004
  • This paper presents a new vertex selection scheme for shape approximation. In the proposed method, final vertex points are determined by "two-step procedure". In the first step, initial vertices are simply selected on the contour, which constitute a subset of the original contour, using conventional methods such as an iterated refinement method (IRM) or a progressive vertex selection (PVS) method In the second step, a vertex adjustment Process is incorporated to generate final vertices which are no more confined to the contour and optimal in the view of the given distortion measure. For the optimality of the final vertices, the dynamic programming (DP)-based solution for the adjustment of vertices is proposed. There are two main contributions of this work First, we show that DP can be successfully applied to vertex adjustment. Second, by using DP, the global optimality in the vertex selection can be achieved without iterative processes. Experimental results are presented to show the superiority of our method over the traditional methods.

Vertex Selection method using curvature information (곡률 정보를 이용한 정점 선택 기법)

  • 윤병주;이시웅;강현수;김성대
    • Proceedings of the IEEK Conference
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    • 2003.11a
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    • pp.505-508
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    • 2003
  • The current paper proposes a new vertex selection scheme for polygon-based contour ceding. To efficiently characterize the shape of an object, we incorporate the curvature information in addition to the conventional maximum distance criterion in vertex selection process. The proposed method consists of “two-step procedure.” At first, contour pixels of high curvature value are selected as key vertices based on the curvature scale space (CSS), thereby dividing an overall contour into several contour-segments. Each segment is considered as an open contour whose end points are two consecutive key vertices and is processed independently. In the second step, vertices for each contour segment are selected using progressive vertex selection (PVS) method in order to obtain minimum number of vertices under the given maximum distance criterion ( $D_{MAX}$). Experimental results are presented to compare the approximation performances of the proposed and conventional methods.s.

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Hierarchical Mesh Segmentation Based on Global Sharp Vertices

  • Yoo, Kwan-Hee;Park, Chan;Park, Young-Jin;Ha, Jong-Sung
    • International Journal of Contents
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    • v.5 no.4
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    • pp.55-61
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    • 2009
  • In this paper, we propose a hierarchical method for segmenting a given 3D mesh, which hierarchically clusters sharp vertices of the mesh using the metric of geodesic distance among them. Sharp vertices are extracted from the mesh by analyzing convexity that reflects global geometry. As well as speeding up the computing time, the sharp vertices of this kind avoid the problem of local optima that may occur when feature points are extracted by analyzing the convexity that reflects local geometry. For obtaining more effective results, the sharp vertices are categorized according to the priority from the viewpoint of cognitive science, and the reasonable number of clusters is automatically determined by analyzing the geometric features of the mesh.

Efficient Vertex-based Shape Coding using One-dimensional Vertex and Vertex Reordering (1차원 정점과 정점 재배열 이용한 효율적 정점기반 모양정보 부호화)

  • 정재원;문주희;김재균
    • Journal of Broadcast Engineering
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    • v.2 no.2
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    • pp.94-104
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    • 1997
  • This paper presents a new vertex-based binary shape coding scheme using one-dimensional vertex selection/encoding and vertex reordering. In compared with the conventional object-adaptive vertex encoding(OA VEL the extracted vertices are, firstly, classified into one-dimensional(lD) vertices and two-dimensional (2D) vertices in the proposed method. For lD vertices, new coding method proposed in this paper is performed. For 2D vertices, the vertex reordering and OA VE are carried out. Experimental results show that the proposed vertex-based coding scheme red.uces coding bits up to 12 % compared with the conventional one and its coding gain depends on the characteristics of contour.

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On the edge independence number of a random (N,N)-tree

  • J. H. Cho;Woo, Moo-Ha
    • Bulletin of the Korean Mathematical Society
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    • v.33 no.1
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    • pp.119-126
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    • 1996
  • In this paper we study the asymptotic behavior of the edge independence number of a random (n,n)-tree. The tools we use include the matrix-tree theorem, the probabilistic method and Hall's theorem. We begin with some definitions. An (n,n)_tree T is a connected, acyclic, bipartite graph with n light and n dark vertices (see [Pa92]). A subset M of edges of a graph is called independent(or matching) if no two edges of M are adfacent. A subset S of vertices of a graph is called independent if no two vertices of S are adjacent. The edge independence number of a graph T is the number $\beta_1(T)$ of edges in any largest independent subset of edges of T. Let $\Gamma(n,n)$ denote the set of all (n,n)-tree with n light vertices labeled 1, $\ldots$, n and n dark vertices labeled 1, $\ldots$, n. We give $\Gamma(n,n)$ the uniform probability distribution. Our aim in this paper is to find bounds on $\beta_1$(T) for a random (n,n)-tree T is $\Gamma(n,n)$.

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DNA Computing Adopting DNA coding Method to solve Traveling Salesman Problem (Traveling Salesman Problem을 해결하기 위한 DNA 코딩 방법을 적용한 DNA 컴퓨팅)

  • Kim, Eun-Gyeong;Yun, Hyo-Gun;Lee, Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.1
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    • pp.105-111
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    • 2004
  • DNA computing has been using to solve TSP (Traveling Salesman Problems). However, when the typical DNA computing is applied to TSP, it can`t efficiently express vertices and weights of between vertices. In this paper, we proposed ACO (Algorithm for Code Optimization) that applies DNA coding method to DNA computing to efficiently express vertices and weights of between vertices for TSP. We applied ACO to TSP and as a result ACO could express DNA codes which have variable lengths and weights of between vertices more efficiently than Adleman`s DNA computing algorithm could. In addition, compared to Adleman`s DNA computing algorithm, ACO could reduce search time and biological error rate by 50% and could search for a shortest path in a short time.

A Mesh Segmentation Reflecting Global and Local Geometric Characteristics (전역 및 국부 기하 특성을 반영한 메쉬 분할)

  • Im, Jeong-Hun;Park, Young-Jin;Seong, Dong-Ook;Ha, Jong-Sung;Yoo, Kwan-Hee
    • The KIPS Transactions:PartA
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    • v.14A no.7
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    • pp.435-442
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    • 2007
  • This paper is concerned with the mesh segmentation problem that can be applied to diverse applications such as texture mapping, simplification, morphing, compression, and shape matching for 3D mesh models. The mesh segmentation is the process of dividing a given mesh into the disjoint set of sub-meshes. We propose a method for segmenting meshes by simultaneously reflecting global and local geometric characteristics of the meshes. First, we extract sharp vertices over mesh vertices by interpreting the curvatures and convexity of a given mesh, which are respectively contained in the local and global geometric characteristics of the mesh. Next, we partition the sharp vertices into the $\kappa$ number of clusters by adopting the $\kappa$-means clustering method [29] based on the Euclidean distances between all pairs of the sharp vertices. Other vertices excluding the sharp vertices are merged into the nearest clusters by Euclidean distances. Also we implement the proposed method and visualize its experimental results on several 3D mesh models.

Indoor Localization by Matching of the Types of Vertices (모서리 유형의 정합을 이용한 실내 환경에서의 자기위치검출)

  • Ahn, Hyun-Sik
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.46 no.6
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    • pp.65-72
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    • 2009
  • This paper presents a vision based localization method for indoor mobile robots using the types of vertices from a monocular image. In the images captured from a camera of a robot, the types of vertices are determined by searching vertical edges and their branch edges with a geometric constraints. For obtaining correspondence between the comers of a 2-D map and the vertex of images, the type of vertices and geometrical constraints induced from a geometric analysis. The vertices are matched with the comers by a heuristic method using the type and position of the vertices and the comers. With the matched pairs, nonlinear equations derived from the perspective and rigid transformations are produced. The pose of the robot is computed by solving the equations using a least-squares optimization technique. Experimental results show that the proposed localization method is effective and applicable to the localization of indoor environments.

Three-Dimensional Face Point Cloud Smoothing Based on Modified Anisotropic Diffusion Method

  • Wibowo, Suryo Adhi;Kim, Sungshin
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.14 no.2
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    • pp.84-90
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    • 2014
  • This paper presents the results of three-dimensional face point cloud smoothing based on a modified anisotropic diffusion method. The focus of this research was to obtain a 3D face point cloud with a smooth texture and number of vertices equal to the number of vertices input during the smoothing process. Different from other methods, such as using a template D face model, modified anisotropic diffusion only uses basic concepts of convolution and filtering which do not require a complex process. In this research, we used 6D point cloud face data where the first 3D point cloud contained data pertaining to noisy x-, y-, and z-coordinate information, and the other 3D point cloud contained data regarding the red, green, and blue pixel layers as an input system. We used vertex selection to modify the original anisotropic diffusion. The results show that our method has improved performance relative to the original anisotropic diffusion method.

Mesh Segmentation With Geodesic Means Clustering of Sharp Vertices (첨예정점의 측지거리 평균군집화를 이용한 메쉬 분할)

  • Park, Young-Jin;Park, Chan;Li, Wei;Ha, Jong-Sung;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.94-103
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    • 2008
  • In this paper, we adapt the $\kappa$-means clustering technique to segmenting a given 3D mesh. In order to avoid the locally minimal convergence and speed up the computing time, first we extract sharp vertices from the mesh by analysing its curvature and convexity that respectively reflect the local and global geometric characteristics from the viewpoint of cognitive science. Next the sharp vertices are partitioned into $\kappa$ clusters by iterated converging with the $\kappa$-means clustering method based on the geodesic distance instead of the Euclidean distance between each pair of the sharp vertices. For obtaining the effective result of $\kappa$-means clustering method, it is crucial to assign an initial value to $\kappa$ appropriately. Hence, we automatically compute a reasonable number of clusters as an initial value of $\kappa$. Finally the mesh segmentation is completed by merging other vertices except the sharp vertices into the nearest cluster by geodesic distance.