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Investigation on Encoder-Decoder Networks for Segmentation of Very Degraded X-Ray CT Tomograms 严重退化x射线CT断层图像分割的编码器-解码器网络研究
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.3
Idris Dulau, M. Beurton-Aimar, Yeykuang Hwu, B. Recur
Field of View Nano-CT X-Ray synchrotron imaging is used for acquiring brain neuronal features from Golgi-stained bio-samples. It theoretically requires a large number of acquired radiographs for compensating reconstruction noise reinforced by the brain features sparsity. However reducing the number of radiographs is essential in routine applications but it results to degraded tomograms. In such a case, traditional segmentation methods are no longer able to distinguish neuronal structures from surrounding noise. We investigate several existing deep-learning networks and we define new ones to segment brain features from very degraded tomograms. We demonstrate the superiority of the proposed networks compared to existing ones.
纳米ct x射线同步加速器成像用于获取高尔基染色生物样品的脑神经细胞特征。理论上需要大量的获得的x线片来补偿由于脑特征稀疏而增强的重建噪声。然而,减少x线片的数量在常规应用中是必不可少的,但它会导致层析图像的降级。在这种情况下,传统的分割方法不再能够从周围的噪声中区分神经元结构。我们研究了几个现有的深度学习网络,并定义了新的网络来从非常退化的断层图中分割大脑特征。我们证明了与现有网络相比,所提出的网络的优越性。
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引用次数: 0
Massively Parallel CPU-based Virtual View Synthesis with Atomic Z-test 基于原子z测试的大规模并行cpu虚拟视图合成
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.32
J. Stankowski, A. Dziembowski
In this paper we deal with the problem of real-time virtual view synthesis, which is crucial in practical immersive video systems. The majority of existing real-time view synthesizers described in literature require using dedicated hardware. In the proposed approach, the view synthesis algorithm is implemented on a CPU increasing its usability for users equipped with consumer devices such as personal computers or laptops. The novelty of the proposed algorithm is based on the atomic z-test function, which allows for parallelization of the depth reprojection step, what was not possible in previous works. The proposal was evaluated on a test set containing miscellaneous perspective and omnidirectional sequences, both in terms of quality and computational time. The results were compared to the state-of-the-art view synthesis algorithm – RVS.
本文研究了在实际沉浸式视频系统中至关重要的实时虚拟视图合成问题。文献中描述的大多数现有实时视图合成器需要使用专用硬件。在提出的方法中,视图合成算法在CPU上实现,增加了其对配备个人电脑或笔记本电脑等消费设备的用户的可用性。该算法的新颖性是基于原子z测试函数,它允许深度重投影步骤的并行化,这在以前的工作中是不可能的。在包含杂项透视序列和全向序列的测试集上对该方案进行了质量和计算时间的评估。结果与最先进的视图合成算法RVS进行了比较。
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引用次数: 0
On Importance of Scene Structure for Hardware-Accelerated Ray Tracing 论场景结构对硬件加速光线追踪的重要性
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.60
Martin Káčerik, Jiří Bittner
Ray tracing is typically accelerated by organizing the scene geometry into an acceleration data structure. Hardware-accelerated ray tracing, available through modern graphics APIs, exposes an interface to the acceleration structure (AS) builder that constructs it given the input scene geometry. However, this process is opaque, with limited knowledge and control over the internal algorithm. Additional control is available through the layout of the AS builder input data, the geometry of the scene structured in a user-defined way. In this work, we evaluate the impact of a different scene structuring on the run time performance of the ray-triangle intersections in the context of hardware-accelerated ray tracing. We discuss the possible causes of significantly different outcomes (up to 1.4 times) for the same scene and identify a potential to reduce the cost by automatic input structure optimization.
光线追踪通常通过将场景几何结构组织到加速数据结构中来加速。硬件加速光线追踪,可通过现代图形api获得,向加速结构(AS)构建器公开一个接口,该接口根据输入场景几何构造它。然而,这个过程是不透明的,对内部算法的了解和控制有限。通过AS构建器输入数据的布局提供额外的控制,以用户定义的方式构建场景的几何形状。在这项工作中,我们评估了在硬件加速光线追踪的背景下,不同的场景结构对光线-三角形相交的运行时性能的影响。我们讨论了同一场景显著不同结果(高达1.4倍)的可能原因,并确定了通过自动输入结构优化降低成本的潜力。
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引用次数: 0
Blocky Volume Package: a Web-friendly Volume Storage and Compression Solution 块卷包:一个网络友好的卷存储和压缩解决方案
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.25
Žiga Lesar, Ciril Bohak, M. Marolt
The Blocky Volume Package (BVP) format is a distributed, platform-independent and API-independent format for storing static and temporal volumetric data. It is designed for efficient transfer over a network by supporting sparse volumes, multiple resolutions, random access, and streaming, as well as providing a strict framework for supporting a wide palette of encoding formats. The BVP format achieves this by dividing a volume or a volume sequence into blocks that can be compressed and reused. The metadata for the blocks are stored in separate files so that a client has all the information required for loading and decoding the blocks before the actual transmission, decoding and rendering take place. This design allows for random access and parallel loading and has been specifically designed for efficient use on the web platform by adhering to the current living standards. In the paper, we compare the BVP format with some of the most often implemented volume storage formats, and show that the BVP format supports most major features of these formats while at the same time being easily implementable and extensible.
块卷包(BVP)格式是一种分布式的、平台无关的、api无关的格式,用于存储静态和暂时的体积数据。它旨在通过支持稀疏卷、多分辨率、随机访问和流,以及提供一个严格的框架来支持广泛的编码格式,从而实现在网络上的高效传输。BVP格式通过将卷或卷序列划分为可以压缩和重用的块来实现这一点。块的元数据存储在单独的文件中,以便客户端在实际传输、解码和呈现之前拥有加载和解码块所需的所有信息。这种设计允许随机访问和并行加载,并遵循当前的生活标准,专门为在web平台上高效使用而设计。在本文中,我们将BVP格式与一些最常实现的卷存储格式进行了比较,并表明BVP格式支持这些格式的大多数主要特性,同时易于实现和扩展。
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引用次数: 0
Temporal Segmentation of Actions in Fencing Footwork Training 击剑步法训练中动作的时间分割
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.28
F. Malawski, Marek Krupa
Automatic analysis of actions in sports training can provide useful feedback for athletes. Fencing is one of the sports disciplines in which the correct technique for performing actions is very important. For any practical application, temporal segmentation of movement in continuous training is crucial. In this work, we consider detecting and classifying actions in a sequence of fencing footwork exercises. We apply pose estimation to RGB videos and then we perform per-frame motion classification, using both classical machine learning and deep learning methods. Using sequences of frames with the same class we find data segments with specific actions. For evaluation, we provide extended manual labels for a fencing footwork dataset previously used in other works. Results indicate that the proposed methods are effective at detecting four footwork actions, obtaining 0.98 F1 score for recognition of action segments and 0.92 F1 score for per-frame classification. In the evaluation of our approach, we provide also a comparison with other data modalities, including depth-based pose estimation and inertial signals. Finally, we include an example of qualitative analysis of the performance of detected actions, to show how this approach can be used for training support.
运动训练中动作的自动分析可以为运动员提供有用的反馈。击剑是一项非常重要的运动项目,正确的动作技术非常重要。在任何实际应用中,连续训练中运动的时间分割是至关重要的。在这项工作中,我们考虑在击剑步法练习序列中检测和分类动作。我们将姿态估计应用于RGB视频,然后使用经典机器学习和深度学习方法执行每帧运动分类。使用具有相同类的帧序列,我们找到具有特定动作的数据段。为了评估,我们为以前在其他作品中使用的击剑步法数据集提供了扩展的手动标签。结果表明,该方法能够有效检测四种步法动作,动作片段识别F1得分为0.98,每帧分类F1得分为0.92。在评估我们的方法时,我们还提供了与其他数据模式的比较,包括基于深度的姿态估计和惯性信号。最后,我们包括一个对检测到的动作的性能进行定性分析的例子,以展示如何将这种方法用于培训支持。
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引用次数: 0
Generating Realistic River Patterns with Space Colonization 生成现实的河流模式与空间殖民
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.26
H. Feng, B. Wünsche, Alex Shaw
River generation is an integral part of realistic terrain generation, since rivers shape terrains and changes in terrain, e.g., due to tectonic movements can change the path of rivers. Fast existing terrain generation methods often result in non-realistic river patterns, whereas physically-realistic techniques, e.g., building on erosion models, are usually slow. In this paper we investigate whether the Space Colonization Algorithm can be modified to generate realistic river patterns. We present several extensions of the Space Colonization Algorithm and show with a user study with $n=55$ participants that some variants of the algorithm are capable of generating river patterns that are indistinguishable from real river patterns. Although our technique can not generate all types of natural river patterns, our results suggest that it can prove useful for developing plausible 2D maps and potentially can form the basis for new terrain generation techniques.
河流生成是现实地形生成的一个组成部分,因为河流塑造地形,地形的变化,例如由于构造运动,可以改变河流的路径。快速的现有地形生成方法往往导致不真实的河流模式,而物理真实的技术,例如,建立在侵蚀模型上,通常是缓慢的。在本文中,我们研究了是否可以修改空间殖民算法来生成真实的河流图案。我们提出了空间殖民算法的几个扩展,并通过一个有$n=55$参与者的用户研究表明,该算法的一些变体能够生成与真实河流模式无法区分的河流模式。虽然我们的技术不能生成所有类型的自然河流模式,但我们的结果表明,它可以证明对开发可信的2D地图是有用的,并且可能形成新的地形生成技术的基础。
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引用次数: 0
The use of Artificial Intelligence for Automatic Waste Segregation in the Garbage Recycling Process 在垃圾回收过程中使用人工智能进行自动垃圾分类
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.40
J. Bobulski, M. Kubanek
The problem of recycling secondary raw materials remains unresolved, despite many years of work on this issue. Among the many obstacles that arise is also the difficulty of sorting individual waste fractions. To facilitate this task and help solve this problem, modern computer vision and artificial intelligence techniques can be used. In our work, we propose constructing an intelligent garbage bin containing a camera and a microcomputer along with software that uses these techniques to sort waste. The role of the software is to recognize the type of waste and assign it to one of five main categories: paper, plastic, metal, glass and cardboard. The proposed method uses image recognition techniques with a convolutional neural network. The results confirm that using artificial intelligence methods significantly helps in sorting waste. The proposed solution can be used in homes and public places such as parks, cinemas or playgrounds.
尽管在这个问题上进行了多年的工作,但回收二次原料的问题仍然没有得到解决。在出现的许多障碍中,分类单个废物馏分也很困难。为了促进这项任务并帮助解决这个问题,可以使用现代计算机视觉和人工智能技术。在我们的工作中,我们建议建造一个智能垃圾桶,其中包含一个摄像头和一个微型计算机以及使用这些技术进行垃圾分类的软件。该软件的作用是识别废物的类型,并将其划分为五个主要类别之一:纸张、塑料、金属、玻璃和纸板。该方法采用卷积神经网络图像识别技术。研究结果证实,使用人工智能方法对垃圾分类有很大帮助。该解决方案可用于家庭和公共场所,如公园、电影院或游乐场。
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引用次数: 0
Illustrating Geometric Algebra and Differential Geometry in 5D Color Space 在5D色彩空间中说明几何代数和微分几何
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.1
W. Benger
Geometric Algebra (GA) is popular for its immediate geometric interpretations of algebraic objects and operations. It is based on Clifford Algebra on vector spaces and extends linear algebra of vectors by operations such as an invertible product, i.e. divisions by vectors. This formalism allows for a complete algebra on vectors same as for scalar or complex numbers. It is particularly suitable for rotations in arbitrary dimensions. In Euclidean 3D space quaternions are known to be numerically superior to rotation matrices and already widely used in computer graphics. However, their meaning beyond its numerical formalism often remains mysterious. GA allows for an intuitive interpretation in terms of planes of rotations and extends this concept to arbitrary dimensions by embedding vectors into a higher dimensional, but still intuitively graspable space of multi-vectors. However, out intuition of more than three spatial dimensions is deficient. The space of colors forms a vector space as well, though one of non-spatial nature, but spun by the primary colors red, green, blue. The GA formalism can be applied here as well, amalgamating surprisingly with the notion of vectors and co-vectors known from differential geometry: tangential vectors on a manifold correspond to additive colors red/green/blue, whereas co-vectors from the co-tangential space correspond to subtractive primary colors magenta, yellow, cyan. GA in turn considers vectors, bi-vectors and anti-vectors as part of its generalized multi-vector zoo of algebraic objects. In 3D space vectors, anti-vectors, bi-vectors and covectors are all three-dimensional objects that can be identified with each other, so their distinction is concealed. Confusions arise from notions such as “normal vectors” vs. “axial vectors”. Higher dimensional spaces exhibit the differences more clearly. Using colors instead of spatial dimensions we can expand our intuition by considering "transparency" as an independent, four-dimensional property of a color vector. We can thereby explore 4D GA alternatively to spacetime in special/general relativity. However, even in 4D possibly confusing ambiguities remain between vectors, co-vectors, bi-vectors and bi-co-vectors: bi-vectors and bi-co-vectors - both six-dimensional objects - are visually equivalent. They become unequivocal only in five or higher dimensions. Envisioning five-dimensional geometry is even more challenging to the human mind, but in color space we can add another property, "texture" to constitute a five-dimensional vector space. The properties of a bi-vector and a bi-co-vector becomes evident there: We can still study all possible combinations of colors/transparency/texture visually. This higher-dimensional yet intuitive approach demonstrates the need to distinguish among different kinds of vectors before identifying them in special situations, which also clarifies the meanings of algebraic objects in 3D Euclidean space and allows for better formulations of
几何代数(GA)因其对代数对象和运算的直接几何解释而广受欢迎。它基于向量空间上的Clifford代数,并通过可逆积(即除以向量)等运算扩展了向量的线性代数。这种形式允许向量上的完全代数与标量或复数上的完全代数相同。它特别适用于任意维度的旋转。在欧几里得三维空间中,四元数在数值上优于旋转矩阵,并已广泛应用于计算机图形学。然而,它们在数字形式之外的意义往往仍然是神秘的。遗传算法允许根据旋转平面进行直观的解释,并通过将向量嵌入到更高维度,但仍然直观地可掌握的多向量空间,将此概念扩展到任意维度。然而,我们对超过三个空间维度的直觉是不足的。色彩空间也形成了一个矢量空间,虽然是非空间性质的,但由原色红、绿、蓝旋转而成。GA的形式也可以应用于此,令人惊讶的是,它与微分几何中已知的向量和协向量的概念相结合:流形上的切向量对应于加性的红色/绿色/蓝色,而共切空间中的协向量对应于减法的原色品红色、黄色、青色。遗传算法将向量、双向量和反向量作为其广义多向量代数对象群的一部分。在三维空间矢量中,反矢量、双矢量和共矢量都是可以相互识别的三维物体,因此它们之间的区别是隐藏的。混淆产生于诸如“法向量”和“轴向量”之类的概念。高维空间更清楚地显示出这种差异。使用颜色而不是空间维度,我们可以通过将“透明度”视为颜色向量的一个独立的四维属性来扩展我们的直觉。因此,我们可以在狭义/广义相对论中探索4D GA或时空。然而,即使在四维空间中,矢量、共矢量、双矢量和双共矢量之间也可能存在令人困惑的歧义:双矢量和双共矢量——都是六维物体——在视觉上是等同的。它们只有在五维或更高的维度上才变得明确。设想五维几何图形对人类的思维来说更具挑战性,但在色彩空间中,我们可以添加另一种属性“纹理”来构成五维向量空间。双矢量和双共矢量的特性在这里变得很明显:我们仍然可以在视觉上研究所有可能的颜色/透明度/纹理组合。这种高维但直观的方法证明了在特殊情况下识别不同类型的向量之前需要区分它们,这也澄清了三维欧几里得空间中代数对象的含义,并允许在三维中更好地制定算法。
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引用次数: 0
Modeling and Rendering with eXpressive B-Spline Curves 具有表现力的b样条曲线的建模和渲染
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.10
H. Seah, Budianto Tandianus, Yiliang Sui
eXpressive B-Spline Curve (XBSC) is a resolution-independent and computationally efficient technique for vector-based stroke modeling and rendering with the flexibility in defining and adjusting the shape and other parameters of the stroke. It generalizes the existing Disk B-Spline Curve (DBSC) geometric representation, which itself is a generalization of the Disk Bézier curve. XBSC allows flexible shape and color manipulation and rendering of strokes with asymmetrical shape control and rich color management. These properties make XBSC suitable for modeling freeform stroke shapes and animation, specifically in squash and stretch, a common technique to bestow elasticity and flexibility in shape changes. During the squash and stretch animation computation, we constrain the shape of the XBSC stroke to conserve its area. To achieve this, we apply the simulated annealing algorithm to iteratively adjust the XBSC while maintaining its area. We show several drawings, rendering and deformation examples to demonstrate the robustness of XBSC.
表现力b样条曲线(eXpressive B-Spline Curve, XBSC)是一种独立于分辨率、计算效率高的基于向量的笔画建模和绘制技术,具有定义和调整笔画形状和其他参数的灵活性。它推广了现有的磁盘b样条曲线(DBSC)几何表示,DBSC本身就是磁盘bsamzier曲线的推广。XBSC允许灵活的形状和颜色操作和渲染笔画与不对称的形状控制和丰富的色彩管理。这些属性使XBSC适合建模自由形状的笔画形状和动画,特别是在挤压和拉伸,一种常见的技术,赋予弹性和灵活性的形状变化。在压缩和拉伸动画计算过程中,我们约束了XBSC笔画的形状,以保持其面积。为了实现这一点,我们应用模拟退火算法迭代调整XBSC,同时保持其面积。我们展示了几个图纸,渲染和变形的例子,以证明XBSC的鲁棒性。
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引用次数: 1
On Unguided Automatic Colorization of Monochrome Images 单色图像的非引导自动上色
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.38
A. Sluzek
Image colorization is a challenging problem due to the infinite RGB solutions for a grayscale picture. Therefore, human assistance, either directly or indirectly, is essential for achieving visually plausible colorization. This paper aims to perform colorization using only a grayscale image as the data source, without any reliance on metadata or human hints. The method assumes an (arbitrary) rgb2gray model and utilizes a few simple heuristics. Despite probabilistic elements, the results are visually acceptable and repeatable, making this approach feasible (e.g. for aesthetic purposes) in domains where only monochrome visual representations exist. The paper explains the method, presents exemplary results, and discusses a few supplementary issues.
由于灰度图像的无限RGB解决方案,图像着色是一个具有挑战性的问题。因此,人类的帮助,无论是直接的还是间接的,对于实现视觉上合理的着色是必不可少的。本文旨在仅使用灰度图像作为数据源进行着色,而不依赖于元数据或人工提示。该方法假设了一个(任意的)rgb2gray模型,并使用了一些简单的启发式方法。尽管存在概率因素,但结果在视觉上是可接受和可重复的,这使得这种方法在只有单色视觉表示存在的领域中是可行的(例如,出于美学目的)。本文阐述了该方法,给出了示例性结果,并讨论了一些补充问题。
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引用次数: 1
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