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2010 IEEE International Workshop on Multimedia Signal Processing最新文献

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Encoder and decoder side global and local motion estimation for Distributed Video Coding 分布式视频编码的编码器和解码器侧全局和局部运动估计
Pub Date : 2010-12-10 DOI: 10.1109/MMSP.2010.5662043
F. Dufaux, T. Ebrahimi
In this paper, we propose a new Distributed Video Coding (DVC) architecture where motion estimation is performed both at the encoder and decoder, effectively combining global and local motion models. We show that the proposed approach improves significantly the quality of Side Information (SI), especially for sequences with complex motion patterns. In turn, it leads to rate-distortion gains of up to 1 dB when compared to the state-of-the-art DISCOVER DVC codec.
在本文中,我们提出了一种新的分布式视频编码(DVC)架构,该架构在编码器和解码器都进行运动估计,有效地结合了全局和局部运动模型。我们表明,该方法显著提高了侧信息(SI)的质量,特别是对于具有复杂运动模式的序列。反过来,与最先进的DISCOVER DVC编解码器相比,它可带来高达1 dB的速率失真增益。
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引用次数: 15
Geometric calibration of distributed microphone arrays from acoustic source correspondences 基于声源对应的分布式传声器阵列几何校正
Pub Date : 2010-12-10 DOI: 10.1109/MMSP.2010.5661986
S. Valente, M. Tagliasacchi, F. Antonacci, Paolo Bestagini, A. Sarti, S. Tubaro
This paper proposes a method that solves the problem of geometric calibration of microphone arrays. We consider a distributed system, in which each array is controlled by separate acquisition devices that do not share a common synchronization clock. Given a set of probing sources, e.g. loudspeakers, each array computes an estimate of the source locations using a conventional TDOA-based algorithm. These observations are fused together by the proposed method, in order to estimate the position and pose of one array with respect to the other. Unlike previous approaches, we explicitly consider the anisotropic distribution of localization errors. As such, the proposed method is able to address the problem of geometric calibration when the probing sources are located both in the near- and far-field of the microphone arrays. Experimental results demonstrate that the improvement in terms of calibration accuracy with respect to state-of-the-art algorithms can be substantial, especially in the far-field.
本文提出了一种解决传声器阵列几何标定问题的方法。我们考虑一个分布式系统,其中每个阵列由单独的采集设备控制,这些设备不共享公共同步时钟。给定一组探测源,例如扬声器,每个阵列使用传统的基于tdoa的算法计算源位置的估计。通过该方法将这些观测结果融合在一起,以估计一个阵列相对于另一个阵列的位置和姿态。与以往的方法不同,我们明确地考虑了定位误差的各向异性分布。因此,所提出的方法能够解决探测源位于传声器阵列的近场和远场时的几何校准问题。实验结果表明,相对于最先进的算法,在校准精度方面的改进可以是实质性的,特别是在远场。
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引用次数: 25
On joint distribution modeling in distributed video coding systems 分布式视频编码系统中的联合分布建模
Pub Date : 2010-12-10 DOI: 10.1109/MMSP.2010.5662037
Y. Priziment, D. Malah
Performance of a distributed video coding system depends, to a large extent, on the accuracy of joint source and side information distribution modeling. In this work we first examine a family of stationary joint distribution models. As one of our findings, we propose to use the double-Gamma model as an alternative to the widely adopted Laplace model, due to its superior performance. In addition, we suggest a new spatially adaptive model, which enables to follow the spatially varying joint statistics of the source and side information. We present two methods, class-based and neighborhood-based, for estimation of the spatially varying model parameters. We then show how the obtained pixel domain model can be used in the transform domain to facilitate utilization of frame spatial redundancy. Integration of the proposed models into a distributed video coding system resulted in improved performance.
分布式视频编码系统的性能在很大程度上取决于源侧信息联合分布建模的准确性。在这项工作中,我们首先研究了一类平稳联合分布模型。作为我们的发现之一,我们建议使用双伽马模型作为广泛采用的拉普拉斯模型的替代方案,因为它具有优越的性能。此外,我们还提出了一种新的空间自适应模型,该模型能够跟踪源侧信息的空间变化联合统计。我们提出了基于类和基于邻域的两种方法来估计空间变化的模型参数。然后,我们展示了如何在变换域中使用获得的像素域模型来促进帧空间冗余的利用。将所提出的模型集成到分布式视频编码系统中,提高了性能。
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引用次数: 1
Side information enhancement using an adaptive hash-based genetic algorithm in a Wyner-Ziv context 在Wyner-Ziv上下文中使用自适应哈希遗传算法的侧信息增强
Pub Date : 2010-12-10 DOI: 10.1109/MMSP.2010.5662036
Thomas Maugey, C. Yaacoub, J. Farah, Marco Cagnazzo, B. Pesquet-Popescu
Side information construction in Wyner-Ziv video coding is a sensible task which strongly influences the final ratedistortion performance of the scheme. This side information is usually generated through an interpolation of the previous and next images. Some of the zones of a scene however, such as the occlusions, cannot be estimated with other frames. In this paper we propose to avoid this problem by sending some hash information for these unpredictable zones of the image. The resulting algorithm is described and tested here. The obtained results show the advantages of using localized hash information for the high error zones in distributed video coding.
Wyner-Ziv视频编码中的侧信息构建是一项敏感的任务,对最终的码率失真性能有很大的影响。这种侧面信息通常是通过对前一幅和下一幅图像的插值生成的。然而,场景的某些区域,例如遮挡,无法用其他帧来估计。在本文中,我们建议通过为图像的这些不可预测区域发送一些哈希信息来避免这个问题。这里描述并测试了生成的算法。研究结果表明,在分布式视频编码的高错误区,使用局部哈希信息是有优势的。
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引用次数: 12
Efficient error control in 3D mesh coding 有效的三维网格编码误差控制
Pub Date : 2010-12-10 DOI: 10.1109/MMSP.2010.5662035
D. Cernea, A. Munteanu, A. Alecu, J. Cornelis, P. Schelkens, F. Morán
Our recently proposed wavelet-based L-infinite-constrained coding approach for meshes ensures that the maximum error between the vertex positions in the original and decoded meshes is guaranteed to be lower than a given upper bound. Instantiations of both L-2 and L-infinite coding approaches are demonstrated for MESHGRID, which is a scalable 3D object encoding system, part of MPEG-4 AFX. In this survey paper, we compare the novel L-infinite distortion estimator against the L-2 distortion estimator which is typically employed in 3D mesh coding systems. In addition, we show that, under certain conditions, the L-infinite estimator can be exploited to approximate the Hausdorff distance in real-time implementations.
我们最近提出的基于小波的l无限约束网格编码方法保证了原始网格和解码网格顶点位置之间的最大误差低于给定的上界。在MESHGRID中演示了L-2和L-infinite编码方法的实例,MESHGRID是一个可扩展的3D对象编码系统,是MPEG-4 AFX的一部分。在本文中,我们比较了新型的l -无限失真估计和三维网格编码系统中典型使用的L-2失真估计。此外,我们还证明了在一定条件下,l无限估计量可以被用来在实时实现中近似豪斯多夫距离。
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引用次数: 3
Spectral EEG features and tasks selection process: Some considerations toward BCI applications 频谱脑电特征和任务选择过程:脑机接口应用的一些考虑
Pub Date : 2010-12-10 DOI: 10.1109/MMSP.2010.5662010
Monica-Claudia Dobrea, D. Dobrea, D. Alexa
In this paper, we further develop the idea of subject specific mental tasks selection process as a necessary prerequisite in any EEG-based brain computer interface (BCI) application. While, in two previous researches we proved — using the EEG-extracted auto-regressive (AR) parameters and twelve different mental tasks —, the major gains one can obtain in tasks classification performance only by selecting the proper tasks, here we investigate the putative relation that exists between each (subject, given EEG features) pair and the corresponding individual optimum set of cognitive tasks. In this idea, a set of three different spectrum relative power parameters were considered. The classification performances achieved with these last EEG features are comparatively presented for two subjects and for two sets of tasks: i) the frequently used in the BCI field, Keirn and Aunon set of tasks, and ii) the previously determined (AR-based) optimum individual set of tasks.
在本文中,我们进一步发展了受试者特定心理任务选择过程作为任何基于脑电图的脑机接口(BCI)应用的必要前提。然而,在之前的两项研究中,我们证明了只有通过选择合适的任务才能获得任务分类性能的主要收益,在这里,我们研究了每个(受试者,给定的EEG特征)对与相应的个体最佳认知任务集之间存在的假定关系。在这个思想中,考虑了一组三种不同的频谱相对功率参数。用这些最后的EEG特征实现的分类性能比较呈现了两个主题和两组任务:i)在BCI领域中经常使用的Keirn和Aunon任务集,以及ii)先前确定的(基于ar的)最佳个人任务集。
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引用次数: 13
A new image projection method for panoramic image stitching 一种新的全景图像拼接投影方法
Pub Date : 2010-12-10 DOI: 10.1109/MMSP.2010.5662006
Beom Su Kim, H. Koo, N. Cho
We propose a new image projection method in an attempt to reduce the perceptual distortion in panoramic image mosaics. Specifically, we reduce the stretching distortion of some image patches and bending of straight lines. Since the stretching distortion usually occurs when projecting a viewing sphere to the cylindrical image surface in an oblique direction, we propose to use an adjustable cylindrical surface to match the viewing direction with the equator of the cylindrical surface. Also, in order to find the trade-off between the stretching distortion and bending of straight lines, we also adjust the curvature of cylindrical surface according to the object of interest in the image. The warping function from the viewing sphere to the adjustable image surface is derived and the amount of distortion caused by this warping function is also defined. From the measure of distortion, the optimal pose of the cylindrical image plane and its curvature are determined, and the image on the viewing sphere is projected on the optimal plane. The experimental results show that the proposed method produces the panoramic image with less distortion than the existing methods.
我们提出了一种新的图像投影方法,试图减少全景图像拼接中的感知失真。具体来说,我们减少了一些图像块的拉伸失真和直线的弯曲。由于观察球以倾斜方向投射到柱面像面时通常会出现拉伸变形,因此我们建议使用可调节的柱面来匹配观察方向与柱面赤道的匹配。此外,为了在直线的拉伸变形和弯曲之间找到平衡,我们还根据图像中感兴趣的对象来调整圆柱形表面的曲率。导出了从观察球到可调图像表面的扭曲函数,并定义了由该扭曲函数引起的畸变量。从畸变测度出发,确定柱面成像平面的最优位姿及其曲率,并将观察球上的图像投影到最优平面上。实验结果表明,与现有方法相比,该方法产生的全景图像失真较小。
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引用次数: 1
The Iteration-Tuned Dictionary for sparse representations 用于稀疏表示的迭代调优字典
Pub Date : 2010-12-10 DOI: 10.1109/MMSP.2010.5662000
J. Zepeda, C. Guillemot, Ewa Kijak
We introduce a new dictionary structure for sparse representations better adapted to pursuit algorithms used in practical scenarios. The new structure, which we call an Iteration-Tuned Dictionary (ITD), consists of a set of dictionaries each associated to a single iteration index of a pursuit algorithm. In this work we first adapt pursuit decompositions to the case of ITD structures and then introduce a training algorithm used to construct ITDs. The training algorithm consists of applying a K-means to the (i −1)-th residuals of the training set to thus produce the i-th dictionary of the ITD structure. In the results section we compare our algorithm against the state-of-the-art dictionary training scheme and show that our method produces sparse representations yielding better signal approximations for the same sparsity level.
我们为稀疏表示引入了一种新的字典结构,它更适合于实际场景中使用的追踪算法。我们称之为迭代调优字典(ITD)的新结构由一组字典组成,每个字典都与一个追踪算法的单个迭代索引相关联。在这项工作中,我们首先使追踪分解适应过渡段结构的情况,然后引入一种用于构建过渡段的训练算法。训练算法包括对训练集的(i−1)-个残差应用K-means,从而产生ITD结构的第i个字典。在结果部分,我们将我们的算法与最先进的字典训练方案进行比较,并表明我们的方法产生的稀疏表示可以在相同的稀疏度级别上产生更好的信号近似值。
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引用次数: 15
Face hallucination using Bayesian global estimation and local basis selection 基于贝叶斯全局估计和局部基选择的人脸幻觉
Pub Date : 2010-12-10 DOI: 10.1109/MMSP.2010.5662063
Chih-Chung Hsu, Chia-Wen Lin, Chiou-Ting Hsu, H. Liao, Jen-Yu Yu
This paper proposes a two-step prototype-face-based scheme of hallucinating the high-resolution detail of a low-resolution input face image. The proposed scheme is mainly composed of two steps: the global estimation step and the local facial-parts refinement step. In the global estimation step, the initial high-resolution face image is hallucinated via a linear combination of the global prototype faces with a coefficient vector. Instead of estimating coefficient vector in the high-dimensional raw image domain, we propose a maximum a posteriori (MAP) estimator to estimate the optimum set of coefficients in the low-dimensional coefficient domain. In the local refinement step, the facial parts (i.e., eyes, nose and mouth) are further refined using a basis selection method based on overcomplete nonnegative matrix factorization (ONMF). Experimental results demonstrate that the proposed method can achieve significant subjective and objective improvement over state-of-the-art face hallucination methods, especially when an input face does not belong to a person in the training data set.
提出了一种基于原型人脸的两步法对低分辨率输入人脸图像的高分辨率细节产生幻觉的方案。该方案主要由全局估计和局部人脸部分细化两步组成。在全局估计步骤中,通过全局原型人脸与系数向量的线性组合产生初始的高分辨率人脸图像。代替在高维原始图像域中估计系数向量,我们提出了一个最大后验(MAP)估计器来估计低维系数域中的最优系数集。在局部细化步骤中,使用基于过完全非负矩阵分解(ONMF)的基选择方法进一步细化面部部位(即眼睛、鼻子和嘴巴)。实验结果表明,该方法在主观上和客观上都比目前最先进的人脸幻觉方法有了显著的提高,特别是当输入的人脸不属于训练数据集中的人时。
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引用次数: 8
Generation of see-through baseball movie from multi-camera views 一代透明的棒球电影从多摄像机视图
Pub Date : 2010-12-10 DOI: 10.1109/MMSP.2010.5662060
Takanori Hashimoto, Yuko Uematsu, H. Saito
This paper presents a method of generating new view point movie for the baseball game. One of the most interesting view point on the baseball game is looking from behind the catcher. If only one camera is placed behind the catcher, however, the view is occluded by the umpire and catcher. In this paper, we propose a method for generating a see-through movie which is captured from behind the catcher by recovering the pitcher's appearance with multiple cameras, so that we can virtually remove the obstacles (catcher and umpire) from the movie. Our method consists of three processes; recovering the pitcher's appearance by Homography, detecting obstacles by Graph Cut, projecting the ball's trajectory. For demonstrating the effectiveness of our method, in the experiment, we generate a see-through movie by applying our method to the multiple camera movies which are taken in the real baseball stadium. In the see-through movie, the pitcher can be appeared through the catcher and umpire.
提出了一种棒球比赛新视点电影的生成方法。从接球手后面看棒球比赛是最有趣的观点之一。但是,如果在捕手后面只放置一个摄像机,则视野会被裁判和捕手遮挡。在本文中,我们提出了一种方法,通过多个摄像机还原投手的外观,从捕手后面捕获一个透明的电影,这样我们就可以从电影中消除障碍物(捕手和裁判)。我们的方法包括三个过程;用同形图法还原投手的外形,用图切法检测障碍物,投影球的运动轨迹。为了证明该方法的有效性,在实验中,我们将该方法应用于真实棒球场的多镜头电影,生成了一个透明的电影。在透明电影中,投手可以通过捕手和裁判出现。
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引用次数: 5
期刊
2010 IEEE International Workshop on Multimedia Signal Processing
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