Marc-André Tucholke, Marie Christoph, Lasse Anders, Raven Ochlich, S. Grogorick, M. Eisemann
Surrounding lighting conditions cannot always be sufficiently controlled during videoconferences, yielding situations in which disturbing reflections might appear on the participants glasses. In this article, we present a retrained neural network to convincingly reduce such reflections. For real time performance we propose an asynchronous processing pipeline accompanied by a head pose-based caching strategy to reuse intermediate processing results. The implementation as virtual webcam allows the system to be used with arbitrary videoconferencing systems.
{"title":"Real-Time Reflection Reduction from Glasses in Videoconferences","authors":"Marc-André Tucholke, Marie Christoph, Lasse Anders, Raven Ochlich, S. Grogorick, M. Eisemann","doi":"10.24132/csrn.3301.20","DOIUrl":"https://doi.org/10.24132/csrn.3301.20","url":null,"abstract":"Surrounding lighting conditions cannot always be sufficiently controlled during videoconferences, yielding situations in which disturbing reflections might appear on the participants glasses. In this article, we present a retrained neural network to convincingly reduce such reflections. For real time performance we propose an asynchronous processing pipeline accompanied by a head pose-based caching strategy to reuse intermediate processing results. The implementation as virtual webcam allows the system to be used with arbitrary videoconferencing systems.","PeriodicalId":322214,"journal":{"name":"Computer Science Research Notes","volume":"136 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127373141","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Understanding shapes is an organic process for us (humans) as this is fundamental to our interaction with the surrounding world. However, it is daunting for the machines. Any shape analysis task, particularly non-rigid shape correspondence is challenging due to the ever-increasing resolution of datasets available. Shape Correspondence refers to finding a mapping among various shape elements. The functional map framework deals with this problem efficiently by not processing the shapes directly but rather specifying an additional structure on each shape and then performing analysis in the spectral domain of the shapes. To determine the domain, the Laplace-Beltrami operator has been utilized generally due to its capability of capturing the global geometry of the shape. However, it tends to smoothen out high-frequency features of shape, which results in failure to capture fine details and sharp features of shape for the analysis. To capture such high-frequency sharp features of the shape, this work proposes to utilize a Hamiltonian operator with gaussian curvature as an intrinsic potential function to identify the domain. Computationally it is defined at no additional cost, keeps global structural information of the shape intact and preserves sharp details of the shape in order to compute a better point-to-point correspondence map between shapes.
{"title":"Detail Preserving Non-rigid Shape Correspondences","authors":"Manika Bindal, Venkatesh Kamat","doi":"10.24132/csrn.3301.36","DOIUrl":"https://doi.org/10.24132/csrn.3301.36","url":null,"abstract":"Understanding shapes is an organic process for us (humans) as this is fundamental to our interaction with the surrounding world. However, it is daunting for the machines. Any shape analysis task, particularly non-rigid shape correspondence is challenging due to the ever-increasing resolution of datasets available. Shape Correspondence refers to finding a mapping among various shape elements. The functional map framework deals with this problem efficiently by not processing the shapes directly but rather specifying an additional structure on each shape and then performing analysis in the spectral domain of the shapes. To determine the domain, the Laplace-Beltrami operator has been utilized generally due to its capability of capturing the global geometry of the shape. However, it tends to smoothen out high-frequency features of shape, which results in failure to capture fine details and sharp features of shape for the analysis. To capture such high-frequency sharp features of the shape, this work proposes to utilize a Hamiltonian operator with gaussian curvature as an intrinsic potential function to identify the domain. Computationally it is defined at no additional cost, keeps global structural information of the shape intact and preserves sharp details of the shape in order to compute a better point-to-point correspondence map between shapes.","PeriodicalId":322214,"journal":{"name":"Computer Science Research Notes","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130317753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"On Unguided Automatic Colorization of Monochrome Images","authors":"A. Sluzek","doi":"10.24132/csrn.3301.38","DOIUrl":"https://doi.org/10.24132/csrn.3301.38","url":null,"abstract":"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.","PeriodicalId":322214,"journal":{"name":"Computer Science Research Notes","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128447984","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
{"title":"Illustrating Geometric Algebra and Differential Geometry in 5D Color Space","authors":"W. Benger","doi":"10.24132/csrn.3301.1","DOIUrl":"https://doi.org/10.24132/csrn.3301.1","url":null,"abstract":"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 ","PeriodicalId":322214,"journal":{"name":"Computer Science Research Notes","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131707146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper is concerned with applying a stereo matching algorithm called BP-Layers to a set of many cameras. BP Layers is designed for obtaining disparity maps from stereo cameras. The algorithm takes advantage of convolutional natural networks. This paper presents using this algorithm with a set called Equal Baseline Camera Array. This set consists of up to five cameras with one central camera and other ones aground it. Such a set has similar advantages as a stereo camera. In particular this equipment is suitable for providing 3D vision for autonomous robots operating outdoors. The research presented in this paper shows the extent to which results of using BP Layers are improving because of using the EBCA set instead of a stereo camera.
{"title":"The Usage of the BP-Layers Stereo Matching Algorithm with the EBCA Camera Set","authors":"A. Kaczmarek","doi":"10.24132/csrn.3301.35","DOIUrl":"https://doi.org/10.24132/csrn.3301.35","url":null,"abstract":"This paper is concerned with applying a stereo matching algorithm called BP-Layers to a set of many cameras. BP Layers is designed for obtaining disparity maps from stereo cameras. The algorithm takes advantage of convolutional natural networks. This paper presents using this algorithm with a set called Equal Baseline Camera Array. This set consists of up to five cameras with one central camera and other ones aground it. Such a set has similar advantages as a stereo camera. In particular this equipment is suitable for providing 3D vision for autonomous robots operating outdoors. The research presented in this paper shows the extent to which results of using BP Layers are improving because of using the EBCA set instead of a stereo camera.","PeriodicalId":322214,"journal":{"name":"Computer Science Research Notes","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114411340","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual hands have a wide range of applications, including education, medical simulation, training, animation, and gaming. In education and training, they can be used to teach complex procedures or simulate realistic scenarios. This extends to medical training and therapy to simulate real-life surgical procedures and physical rehabilitation exercises. In animation, they can be used to generate believable pre-computed or real-time hand poses and grasping animations. In games, they can be used to control virtual objects and perform actions such as shooting a gun or~throwing a ball. In consumer-grade VR setups, virtual hand manipulation is usually approximated by employing controller button states, which can result in unnatural final hand positions. One solution to this problem is the use of~pre-recorded hand poses or auto-grasping using physics-based collision detection. However, this approach has limitations, such as not taking into account non-convex parts of objects, and can have a significant impact on~performance. In this paper, we propose a new approach that utilizes a snapshot of the Signed Distance Field (SDF) of the area below the user"s hand during the grab action. By sampling this 3D matrix during the finger-bending phase, we obtain information about the distance of each finger part to the object surface. We compare our solution with those relying on physics collision detection, considering both visual results and computational impact.
{"title":"Autograsping Pose of Virtual Hand Model Using the Signed Distance Field Real-time Sampling with Fine-tuning","authors":"Marcin Puchalski, Bożena Woźna-Szcześniak","doi":"10.24132/csrn.3301.27","DOIUrl":"https://doi.org/10.24132/csrn.3301.27","url":null,"abstract":"Virtual hands have a wide range of applications, including education, medical simulation, training, animation, and gaming. In education and training, they can be used to teach complex procedures or simulate realistic scenarios. This extends to medical training and therapy to simulate real-life surgical procedures and physical rehabilitation exercises. In animation, they can be used to generate believable pre-computed or real-time hand poses and grasping animations. In games, they can be used to control virtual objects and perform actions such as shooting a gun or~throwing a ball. In consumer-grade VR setups, virtual hand manipulation is usually approximated by employing controller button states, which can result in unnatural final hand positions. One solution to this problem is the use of~pre-recorded hand poses or auto-grasping using physics-based collision detection. However, this approach has limitations, such as not taking into account non-convex parts of objects, and can have a significant impact on~performance. In this paper, we propose a new approach that utilizes a snapshot of the Signed Distance Field (SDF) of the area below the user\"s hand during the grab action. By sampling this 3D matrix during the finger-bending phase, we obtain information about the distance of each finger part to the object surface. We compare our solution with those relying on physics collision detection, considering both visual results and computational impact.","PeriodicalId":322214,"journal":{"name":"Computer Science Research Notes","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126955119","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper we deal with the problem of the optimal selection of input views, which are transmitted within an immersive video bitstream. Due to limited bitrate and pixel rate, only a subset of input views available on the encoder side can be fully transmitted to the decoder. Remaining views are – in the simplest approach – omitted or – in the newest immersive video encoding standard (MPEG immersive video, MIV) – pruned in order to remove less important information. Selecting proper views for transmission is crucial in terms of the quality of immersive video system user’s experience. In the paper we have analyzed which input views have to be selected for providing the best possible quality of virtual views, independently on the viewport requested by the viewer. Moreover, we have proposed an algorithm, which takes into account a non-uniform probability of user’s viewing direction, allowing for the increase of the subjective quality of virtual navigation for omnidirectional content.
{"title":"Versatile Input View Selection for Efficient Immersive Video Transmission","authors":"Dominika Klóska, A. Dziembowski, Jarosław Samelak","doi":"10.24132/csrn.3301.31","DOIUrl":"https://doi.org/10.24132/csrn.3301.31","url":null,"abstract":"In this paper we deal with the problem of the optimal selection of input views, which are transmitted within an immersive video bitstream. Due to limited bitrate and pixel rate, only a subset of input views available on the encoder side can be fully transmitted to the decoder. Remaining views are – in the simplest approach – omitted or – in the newest immersive video encoding standard (MPEG immersive video, MIV) – pruned in order to remove less important information. Selecting proper views for transmission is crucial in terms of the quality of immersive video system user’s experience. In the paper we have analyzed which input views have to be selected for providing the best possible quality of virtual views, independently on the viewport requested by the viewer. Moreover, we have proposed an algorithm, which takes into account a non-uniform probability of user’s viewing direction, allowing for the increase of the subjective quality of virtual navigation for omnidirectional content.","PeriodicalId":322214,"journal":{"name":"Computer Science Research Notes","volume":"82 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131138728","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Criteria capable of texture spectral similarity evaluation are presented and compared. From the fifteen evaluated criteria, only four criteria guarantee zero or minimal spectral ranking errors. Such criteria can support texture modeling algorithms by comparing the modeled texture with corresponding synthetic simulations. Another possible application is the development of texture retrieval, classification, or texture acquisition system. These criteria thoroughly test monotonicity and mutual correlation on specifically designed extensive monotonously degrading experiments.
{"title":"Texture Spectral Similarity Criteria Comparison","authors":"Michal Havlícek, M. Haindl","doi":"10.24132/csrn.3301.13","DOIUrl":"https://doi.org/10.24132/csrn.3301.13","url":null,"abstract":"Criteria capable of texture spectral similarity evaluation are presented and compared. From the fifteen evaluated criteria, only four criteria guarantee zero or minimal spectral ranking errors. Such criteria can support texture modeling algorithms by comparing the modeled texture with corresponding synthetic simulations. Another possible application is the development of texture retrieval, classification, or texture acquisition system. These criteria thoroughly test monotonicity and mutual correlation on specifically designed extensive monotonously degrading experiments.","PeriodicalId":322214,"journal":{"name":"Computer Science Research Notes","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133833176","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual reality art is reshaping digital art experiences, especially with the recent release of multiplayer 3D art applications, but may elicit different first impressions across different age groups which can impact their uptake. In particular, popular colour pickers based on HSV colour spaces may appeal differently to younger and older adults. We investigate first impressions of colour selection when shown with a discrete picker or a continuous HSV picker via an online survey with 63 adults and 24 older adults. We found that the discrete picker was seen as having more positive hedonic qualities overall; there were no differences between perceptions of adults and older adults. We discuss the implications of our findings for colour selection tools in virtual reality art-making.
{"title":"Perceptions of Colour Pickers in Virtual Reality Art-Making","authors":"M. Alex, B. Wünsche, Danielle M Lottridge","doi":"10.24132/csrn.3301.8","DOIUrl":"https://doi.org/10.24132/csrn.3301.8","url":null,"abstract":"Virtual reality art is reshaping digital art experiences, especially with the recent release of multiplayer 3D art applications, but may elicit different first impressions across different age groups which can impact their uptake. In particular, popular colour pickers based on HSV colour spaces may appeal differently to younger and older adults. We investigate first impressions of colour selection when shown with a discrete picker or a continuous HSV picker via an online survey with 63 adults and 24 older adults. We found that the discrete picker was seen as having more positive hedonic qualities overall; there were no differences between perceptions of adults and older adults. We discuss the implications of our findings for colour selection tools in virtual reality art-making.","PeriodicalId":322214,"journal":{"name":"Computer Science Research Notes","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133833992","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Existing works on orthogonal moments are mainly focused on optimizing classical orthogonal Cartesian moments, such as Legendre moments, Gauss-Hermite moments, Gegenbauer moments, and Chebyshev moments. Research in this area generally includes accurate calculation, fast computation, robustness/invariance optimization, and the application of orthogonal moments. This paper presents the inclusion of the integration method proposed by Holoborodko to calculate the Legendre moments. The results obtained are compared with the traditional equation and the methods proposed by Hosny and Pawlak to approximate the integration computation.
{"title":"Accuracy of Legendre Moments for Image Representation","authors":"César Bustacara-Medina, Enrique Ruiz-García","doi":"10.24132/csrn.3301.29","DOIUrl":"https://doi.org/10.24132/csrn.3301.29","url":null,"abstract":"Existing works on orthogonal moments are mainly focused on optimizing classical orthogonal Cartesian moments, such as Legendre moments, Gauss-Hermite moments, Gegenbauer moments, and Chebyshev moments. Research in this area generally includes accurate calculation, fast computation, robustness/invariance optimization, and the application of orthogonal moments. This paper presents the inclusion of the integration method proposed by Holoborodko to calculate the Legendre moments. The results obtained are compared with the traditional equation and the methods proposed by Hosny and Pawlak to approximate the integration computation.","PeriodicalId":322214,"journal":{"name":"Computer Science Research Notes","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129920282","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}