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XVIII Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI'05)最新文献

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Polarimetric SAR Region Boundary Detection Using B-Spline Deformable Countours under the G^H Model 基于G^H模型的b样条可变形域极化SAR区域边界检测
Pub Date : 2005-10-09 DOI: 10.1109/SIBGRAPI.2005.39
J. Gambini, M. Mejail, J. Jacobo-Berlles, A. Frery
In this paper a new approach to polarimetric Synthetic Aperture Radar (SAR) image region boundary detection is presented. It is based on a new model for polarimetric SAR data and the use of B-Spline active contours for image segmentation. In order to detect the boundary for a region, an initial B-Spline curve is specified and the proposed algorithm uses a deformable contours technique to find the boundary. In doing this, the statistical parameters of the polarimetric G^H model for the data are estimated, in order to find the transition points between the region being segmented and the surrounding area. This algorithm can be regarded as a local one, in the sense that it works on the region to be segmented instead of on the whole image
本文提出了一种偏振合成孔径雷达(SAR)图像区域边界检测的新方法。它基于一种新的极化SAR数据模型,并使用b样条活动轮廓进行图像分割。为了检测区域的边界,该算法指定了一条初始b样条曲线,并使用可变形轮廓技术来寻找边界。在此过程中,估计数据的偏振G^H模型的统计参数,以便找到被分割区域与周围区域之间的过渡点。该算法可以看作是一种局部算法,它只对待分割的区域起作用,而不是对整个图像起作用
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引用次数: 3
Patch-Based Texture Synthesis Using Wavelets 基于小波的斑块纹理合成
Pub Date : 2005-10-09 DOI: 10.1109/SIBGRAPI.2005.37
Leandro Tonietto, M. Walter, C. Jung
Patch-based texture synthesis builds a texture by joining together blocks of pixels — patches — of the original sample. Usually the best patches are selected among all possible using a L2 norm on the RGB or grayscale pixel values of boundary zones. The L2 metric provides the raw pixel-to-pixel difference, disregarding relevant image structures — such as edges — that are relevant in the human visual system and therefore on synthesis of new textures. We present a wavelet-based approach for selecting patches for patch-based texture synthesis. For each possible patch we compute the wavelet coefficients for the boundary region and pick the patch with the smallest error computed from the wavelet coefficients. We show that the use of wavelets as metric for selection of the best patches improves texture synthesis for samples which previous work fails, mainly textures with prominent aligned features.
基于补丁的纹理合成通过将原始样本的像素块(补丁)连接在一起来构建纹理。通常使用边界区域的RGB或灰度像素值上的L2范数在所有可能的情况中选择最佳补丁。L2度量提供原始像素到像素的差异,忽略了与人类视觉系统相关的相关图像结构(如边缘),因此与新纹理的合成有关。我们提出了一种基于小波的方法来选择基于补丁的纹理合成的补丁。对于每个可能的斑块,我们计算边界区域的小波系数,并从小波系数中选择误差最小的斑块。我们表明,使用小波作为度量来选择最佳补丁,可以改善先前工作失败的样本的纹理合成,主要是具有突出对齐特征的纹理。
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引用次数: 15
A RBFN Perceptive Model for Image Thresholding 图像阈值分割的RBFN感知模型
Fabricio M. Lopes, Luís Augusto Consularo
The digital image segmentation challenge has demanded the development of a plethora of methods and approaches. A quite simple approach, the thresholding, has still been intensively applied mainly for real-time vision applications. However, the threshold criteria often depend on entropic or statistical image features. This work searches a relationship between these features and subjective human threshold decisions. Then, an image thresholding model based on these subjective decisions and global statistical features was developed by training a Radial Basis Functions Network (RBFN). This work also compares the automatic thresholding methods to the human responses. Furthermore, the RBFN-modeled answers were compared to the automatic thresholding. The results show that entropic-based method was closer to RBFN-modeled thresholding than variance-based method. It was also found that another automatic method which combines global and local criteria presented higher correlation with human responses.
数字图像分割的挑战要求开发大量的方法和途径。一种非常简单的方法,阈值分割,仍然被广泛应用于实时视觉应用。然而,阈值标准往往依赖于熵或统计图像特征。这项工作寻找这些特征和主观的人类阈值决定之间的关系。然后,通过训练径向基函数网络(RBFN),建立基于这些主观决策和全局统计特征的图像阈值分割模型。这项工作还将自动阈值方法与人类反应进行了比较。此外,将rbfn模型的答案与自动阈值进行了比较。结果表明,基于熵的方法比基于方差的方法更接近rbfn模型的阈值。另一种结合全局和局部标准的自动方法与人的反应具有更高的相关性。
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引用次数: 8
An Image-Based Shading Pipeline for 2D Animation 用于2D动画的基于图像的着色管道
Hedlena Bezerra, B. Feijó, L. Velho
Shading for cel animation based on images is a recent research topic in computer-assisted animation. This paper proposes an image-based shading pipeline to give a 3D appearance to a 2D character by inspecting the hand-drawn image directly. The proposed method estimates normal vectors on the character’s outline and interpolates them over the remaining image. The method does not limit the animator’s creative process and requires minimal user intervention. The resulting shading pipeline can be easily applied to photorealistic and non-photorealistic 2D cel animation. In the proposed method, the animator can easily simulate environment reflections on the surface of 2D reflecting objects. As far as the authors are concerned, the proposed technique is the only one in the literature that is genuinely an image-based method for 2D animation.
基于图像的细胞动画着色是计算机辅助动画领域的一个新研究课题。本文提出了一种基于图像的着色管道,通过直接检查手绘图像来赋予二维角色三维外观。该方法估计字符轮廓上的法向量,并将其插值到剩余的图像上。该方法不限制动画师的创作过程,需要最小的用户干预。由此产生的阴影管道可以很容易地应用于逼真和非逼真的2D细胞动画。在该方法中,动画器可以很容易地在二维反射物体的表面上模拟环境反射。就作者而言,所提出的技术是文献中唯一一种真正基于图像的2D动画方法。
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引用次数: 8
A Calligraphic Interface for Interactive Free-Form Modeling with Large Datasets 面向大数据集的交互式自由形式建模的书法接口
B. Araújo, J. Jorge
We present a sketching interface for modeling shapes defined by large sets of points. Our system supports powerful modeling operations that are applied directly to the points defining the surface. These operations are based on sketch input to allow directly creating objects using simple strokes. Objects may be edited by either by boundary over-sketching, or by cutting, relief drawing on surfaces, merging and cloning. By combining these operations we can create complex shapes, including objects with sharp features. Our work uses the Multi-level Partition of Unity Implicits (MPU) technique to convert point clouds into implicit surfaces. Furthermore, we have devised a fast adaptive incremental polygonization algorithm which takes advantage of the MPU structure. This makes local re-polygonization possible and allows real-time modifications to large point sets since it avoids re-calculating the whole polygonal representation from scratch after each modification.
我们提出了一个素描界面,用于建模由大点集定义的形状。我们的系统支持强大的建模操作,这些操作直接应用于定义表面的点。这些操作基于草图输入,允许使用简单笔画直接创建对象。对象可以通过边界过绘来编辑,也可以通过切割、表面浮雕、合并和克隆来编辑。通过结合这些操作,我们可以创建复杂的形状,包括具有尖锐特征的物体。我们的工作使用了统一隐式的多级划分(MPU)技术将点云转换为隐式表面。此外,我们还设计了一种利用微处理器结构的快速自适应增量多边形化算法。这使得局部重新多边形化成为可能,并允许实时修改大型点集,因为它避免了每次修改后从头开始重新计算整个多边形表示。
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引用次数: 8
Automatic Face Recognition System Based on Local Fourier-Bessel Feature 基于局部傅里叶-贝塞尔特征的人脸自动识别系统
Pub Date : 2005-09-27 DOI: 10.1109/SIBGRAPI.2005.13
Y. Zana, R. M. C. Junior, Regis de A. Barbosa
We present an automatic face verification system inspired by known properties of biological systems. In the proposed algorithm the whole image is converted from the spatial to polar frequency domain by a Fourier-Bessel Transform (FBT). Using the whole image is compared to the case where only face image regions (local analysis) are considered. The resulting representations are embedded in a dissimilarity space, where each image is represented by its distance to all the other images, and a Pseudo-Fisher discriminator is built. Verification test results on the FERET database showed that the local-based algorithm outperforms the global-FBT version. The local-FBT algorithm performed as state-of-the-art methods under different testing conditions, indicating that the proposed system is highly robust for expression, age, and illumination variations. We also evaluated the performance of the proposed system under strong occlusion conditions and found that it is highly robust for up to 50% of face occlusion. Finally, we automated completely the verification system by implementing face and eye detection algorithms. Under this condition, the local approach was only slightly superior to the global approach.
我们提出了一种受生物系统已知特性启发的自动人脸验证系统。该算法通过傅里叶-贝塞尔变换(FBT)将整个图像从空间频域转换为极频域。使用整个图像与只考虑人脸图像区域(局部分析)的情况进行了比较。所得到的表示被嵌入到不相似空间中,其中每个图像由其与所有其他图像的距离表示,并构建了伪fisher鉴别器。在FERET数据库上的验证测试结果表明,基于局部的算法优于全局fbt版本。局部fbt算法在不同的测试条件下表现为最先进的方法,表明所提出的系统对表达、年龄和光照变化具有高度鲁棒性。我们还评估了所提出的系统在强遮挡条件下的性能,发现它对高达50%的面部遮挡具有高度鲁棒性。最后,我们通过实现人脸和眼睛检测算法,使验证系统完全自动化。在这种情况下,局部方法仅略优于全局方法。
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引用次数: 3
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XVIII Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI'05)
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