• Title/Summary/Keyword: Color Mapping

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Feature-Based Image Retrieval using SOM-Based R*-Tree

  • Shin, Min-Hwa;Kwon, Chang-Hee;Bae, Sang-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2003.11a
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    • pp.223-230
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    • 2003
  • Feature-based similarity retrieval has become an important research issue in multimedia database systems. The features of multimedia data are useful for discriminating between multimedia objects (e 'g', documents, images, video, music score, etc.). For example, images are represented by their color histograms, texture vectors, and shape descriptors, and are usually high-dimensional data. The performance of conventional multidimensional data structures(e'g', R- Tree family, K-D-B tree, grid file, TV-tree) tends to deteriorate as the number of dimensions of feature vectors increases. The R*-tree is the most successful variant of the R-tree. In this paper, we propose a SOM-based R*-tree as a new indexing method for high-dimensional feature vectors.The SOM-based R*-tree combines SOM and R*-tree to achieve search performance more scalable to high dimensionalities. Self-Organizing Maps (SOMs) provide mapping from high-dimensional feature vectors onto a two dimensional space. The mapping preserves the topology of the feature vectors. The map is called a topological of the feature map, and preserves the mutual relationship (similarity) in the feature spaces of input data, clustering mutually similar feature vectors in neighboring nodes. Each node of the topological feature map holds a codebook vector. A best-matching-image-list. (BMIL) holds similar images that are closest to each codebook vector. In a topological feature map, there are empty nodes in which no image is classified. When we build an R*-tree, we use codebook vectors of topological feature map which eliminates the empty nodes that cause unnecessary disk access and degrade retrieval performance. We experimentally compare the retrieval time cost of a SOM-based R*-tree with that of an SOM and an R*-tree using color feature vectors extracted from 40, 000 images. The result show that the SOM-based R*-tree outperforms both the SOM and R*-tree due to the reduction of the number of nodes required to build R*-tree and retrieval time cost.

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The comparative study of PKNU2 Image and Aerial photo & satellite image

  • Lee, Chang-Hun;Choi, Chul-Uong;Kim, Ho-Yong;Jung, Hei-Chul
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.453-454
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    • 2003
  • Most research materials (data), which are used for the study of digital mapping and digital elevation model (DEM) in the field of Remote Sensing and Aerial Photogrammetry are aerial photographs and satellite images. Additionally, they are also used for National land mapping, National land management, environment management, military purposes, resource exploration and Earth surface analysis etc. Although aerial photographs have high resolution, the data, which they contain, are not used for environment exploration that requires continuous observation because of problems caused by its coastline, as well as single - spectral and long-term periodic image. In addition to this, they are difficult to interpret precisely because Satellite Images are influenced by atmospheric phenomena at the time of photographing, and have by far much lower resolution than existing aerial photographs, while they have a great practical usability because they are mulitispectral images. The PKNU 2 is an aerial photographing system that is made to compensate with the weak points of existing aerial photograph and satellite images. It is able to take pictures of very high resolution using a color digital camera with 6 million pixels and a color infrared camera, and can take perpendicular photographs because PKNU 2 system has equipment that makes the cameras stay level. Moreover, it is very cheap to take pictures by using super light aircraft as a platform. It has much higher resolution than exiting aerial photographs and satellite images because it flies at a low altitude about 800m. The PKNU 2 can obtain multispectral images of visible to near infrared band so that it is good to manage environment and to make a classified diagram of vegetation.

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Distinction of Color Similarity for Clothes based on the LBG Algorithm (LBG 알고리즘 기반의 의상 색상 유사성 판별)

  • Ju, Hyung-Don;Hong, Min;Cho, We-Duke;Moon, Nam-Mee;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.9 no.5
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    • pp.117-130
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    • 2008
  • This paper proposes a stable and robust method to distinct the color similarity for clothes using the LBG algorithm under various light sources, Since the conventional methods, such as the histogram intersection and the accumulated histogram, are profoundly sensitive to the changing of light environments, the distinction of color similarity for the same cloth can be different due to the complicated light sources. To reduce the effects of the light sources, the properties of hue and saturation which consistently sustain the characteristic of the color under the various changes of light sources are analyzed to define the characteristic of the color distribution. In a two-dimensional space determined by the properties of hue and saturation, the LBG algorithm, a non-parametric clustering approach, is applied to examine the color distribution of images for each clothes. The color similarity of images is defined by the average of Euclidean distance between the mapping clusters which are calculated from the result of clustering of both images. To prove the stability of the proposed method, the results of the color similarity between our method and the traditional histogram analysis based methods are compared using a dozen of cloth examples that obtained under different light environments. Our method successively provides the classification between the same cloth image pair and the different cloth image pair and this classification of color similarity for clothe images obtains the 91.6% of success rate.

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KOMPSAT Data Processing System: Preliminary Acceptance Test Results

  • Kim, Yong-Seung;Kim, Youn-Soo;Lim, Hyo-Suk;Lee, Dong-Han;Kang, Chi-Ho
    • Proceedings of the KSRS Conference
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    • 1999.11a
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    • pp.331-336
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    • 1999
  • The optical sensors of Electro-Optical Camera (EOC) and Ocean Scanning Multi-spectral Imager (OSMI) aboard the Korea Multi-Purpose SATellite (KOMPSAT) will be placed in a sun synchronous orbit in 1999. The EOC and OSMI sensors are expected to produce the land mapping imagery of Korean territory and the ocean color imagery of world oceans, respectively. Utilization of the EOC and OSMI data would encompass the various fields of science and technology such as land mapping, land use and development, flood monitoring, biological oceanography, fishery, and environmental monitoring. Readiness of data support for user community is thus essential to the success of the KOMPSAT program. As part of testing such readiness prior to the KOMPSAT launch, we have performed the preliminary acceptance test for the KOMPSAT data processing system using the simulated EOC and OSMI data sets. The purpose of this paper is to demonstrate the readiness of the KOMPSAT data processing system, and to help data users understand how the KOMPSAT EOC and OSMI data are processed and archived. Test results demonstrate that all requirements described in the data processing specification have been met, and that the image integrity is maintained for all products. It is however noted that since the product accuracy is limited by the simulated sensor data, any quantitative assessment of image products can not be made until actual KOMPSAT images will be acquired.

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Graphic Hardware Based Visualization of Three Dimensional Object Boundaries in Volume Data Set Using Three Dimensional Textures (그래픽 하드웨어기반의 3차원 질감을 사용한 볼륨 데이터의 3차원 객체 경계 가시화)

  • Kim, Hong-Jae;Choi, Heung-Kook
    • Journal of Korea Multimedia Society
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    • v.11 no.5
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    • pp.623-632
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    • 2008
  • In this paper, we used the color transfer function and the opacity transfer function for the internal 3D object visualization of an image volume data. In transfer function, creating values of between boundaries generally is ambiguous. We concentrated to extract boundary features for segmenting the visual volume rendering objects. Consequently we extracted an image gradient feature in spatial domain and created a multi-dimensional transfer function according to the GPU efficient improvement. Finally using these functions we obtained a good research result as an implementing object boundary visualization of the graphic hardware based 3D texture mapping.

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A COMPARISON OF OBJECTED-ORIENTED AND PIXELBASED CLASSIFICATION METHODS FOR FUEL TYPE MAP USING HYPERION IMAGERY

  • Yoon, Yeo-Sang;Kim, Yong-Seung
    • Proceedings of the KSRS Conference
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    • v.1
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    • pp.297-300
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    • 2006
  • The knowledge of fuel load and composition is important for planning and managing the fire hazard and risk. However, fuel mapping is extremely difficult because fuel properties vary at spatial scales, change depending on the seasonal situations and are affected by the surrounding environment. Remote sensing has potential of reduction the uncertainty in mapping fuels and offers the best approach for improving our abilities. This paper compared the results of object-oriented classification to a pixel-based classification for fuel type map derived from Hyperion hyperspectral data that could be enable to provide this information and allow a differentiation of material due to their typical spectra. Our methodological approach for fuel type map is characterized by the result of the spectral mixture analysis (SMA) that can used to model the spectral variability in multi- or hyperspectral images and to relate the results to the physical abundance of surface constitutes represented by the spectral endmembers. Object-oriented approach was based on segment based endmember selection, while pixel-based method used standard SMA. To validate and compare, we used true-color high resolution orthoimagery

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Voxel-wise UV parameterization and view-dependent texture synthesis for immersive rendering of truncated signed distance field scene model

  • Kim, Soowoong;Kang, Jungwon
    • ETRI Journal
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    • v.44 no.1
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    • pp.51-61
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    • 2022
  • In this paper, we introduced a novel voxel-wise UV parameterization and view-dependent texture synthesis for the immersive rendering of a truncated signed distance field (TSDF) scene model. The proposed UV parameterization delegates a precomputed UV map to each voxel using the UV map lookup table and consequently, enabling efficient and high-quality texture mapping without a complex process. By leveraging the convenient UV parameterization, our view-dependent texture synthesis method extracts a set of local texture maps for each voxel from the multiview color images and separates them into a single view-independent diffuse map and a set of weight coefficients for an orthogonal specular map basis. Furthermore, the view-dependent specular maps for an arbitrary view are estimated by combining the specular weights of each source view using the location of the arbitrary and source viewpoints to generate the view-dependent textures for arbitrary views. The experimental results demonstrate that the proposed method effectively synthesizes texture for an arbitrary view, thereby enabling the visualization of view-dependent effects, such as specularity and mirror reflection.

Texture mapping of 3D game graphics - characteristics of hand painted texture (3D게임그래픽의 텍스쳐 매핑-손맵의 특징)

  • Sohn, Jong-Nam;Han, Tae-Woo
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.331-336
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    • 2015
  • The texture mapping used for the low-polygon models is one of the important workflows in the graphical representation of the 3D game. Only one hand painted texture is mapped on the surface of the 3D model and represents the color of the material and visual sense of touching by itself in that process. In the 3D game graphics, it is very important to visualize the textile sensation such as protruding and denting. It can be interpreted by the Gestalt Law to recognize a plane as a 3D sense of volume. Moreover, the concept of Affordance is necessary to recognize and perceive the textile sensation. It means visual recognizing of that relationship in the learning process. In this paper, The questionnaire survey targeting 3D game graphic designers is carried out. By analyzing the survey results, we suggest the important characteristic in the process of making hand painted texture.

Object VR-based Virtual Textile Wearing System Using Textile Texture Mapping (직물 텍스쳐 매핑을 이용한 객체 VR 기반 가상 직물 착용 시스템)

  • Kwak, No-Yoon
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.239-247
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    • 2012
  • This paper is related to an Object VR-based virtual textile wearing system carrying out textile texture mapping based on viewpoint vector estimation and intensity difference map. The proposed system is characterized as capable of virtually wearing a new textile pattern selected by the user to the clothing shape section segmented from multi-view 2D images of clothes model for Object VR(Object Virtual Reality), and three-dimensionally viewing its virtual wearing appearance at multi-view points of the object. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern with holding the properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi-automatic processing possible to reduce the manual works.

An Object-based Database Mapping Technology for 3D Graphic Data (3차원 그래픽 데이터를 위한 객체단위 데이터베이스 매핑 기법)

  • Jo, Hee-Jeong;Kim, Yong-Hwan;Lee, Ki-Jun;Hwang, Soo-Chan
    • Journal of Korea Multimedia Society
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    • v.9 no.8
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    • pp.950-962
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    • 2006
  • Recently, there have been increased many 3 dimensional graphic applications in Internet. Thus, a growing number of methods have been proposed for retrieving 3-D graphic data using their 3D features such as color, texture, shape, and spacial relations. However, few researches focus on 3D graphic modeling and database storage techniques. In this paper, we introduce a system that can store 3D graphics data modeled by XML-based 3D graphics markup language, 3DGML, and support content-based retrievals on 3D data by using SQL. We also present a mapping technique of 3DGML to relational database. The mapping process includes the extraction of semantic information from 3DGML and translate it into relational format. Finally, we show examples of SQL queries which use the 3D information contained in a 3D scene such as objects, 3D features, descriptions and scene-object component hierarchy.

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