• Title/Summary/Keyword: Map texture

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A Survey on Image Emotion Recognition

  • Zhao, Guangzhe;Yang, Hanting;Tu, Bing;Zhang, Lei
    • Journal of Information Processing Systems
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    • v.17 no.6
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    • pp.1138-1156
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    • 2021
  • Emotional semantics are the highest level of semantics that can be extracted from an image. Constructing a system that can automatically recognize the emotional semantics from images will be significant for marketing, smart healthcare, and deep human-computer interaction. To understand the direction of image emotion recognition as well as the general research methods, we summarize the current development trends and shed light on potential future research. The primary contributions of this paper are as follows. We investigate the color, texture, shape and contour features used for emotional semantics extraction. We establish two models that map images into emotional space and introduce in detail the various processes in the image emotional semantic recognition framework. We also discuss important datasets and useful applications in the field such as garment image and image retrieval. We conclude with a brief discussion about future research trends.

Asymmetric Threshold-Based Occupancy Map Correction for Efficient Coding of MPEG Immersive Video (MIV 의 효율적인 부호화를 위한 비대칭 임계값 기반 점유맵 보정)

  • Dong-Ha Kim;Sung-Gyun Lim;Jeong-yoon Kim;Jae-Gon Kim
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.51-53
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    • 2022
  • MIV(MPEG Immersive Video)의 시험모델 TMIV 는 다시점의 비디오와 깊이(depth) 비디오를 입력 받아 시점 사이의 중복성을 제거한 후 남은 텍스처(texture)와 깊이로 텍스처 아틀라스(atlas)와 깊이 아틀라스를 각각 생성하고 이를 압축한다. 각 화소별 점유(occupancy) 정보는 깊이 아틀라스에 포함되어 압축되는데 압축 손실로 인한 점유맵 오류를 방지하기 위하여 임계값 T = 64 로 설정한 보호대역을 사용한다. 기존에 설정된 임계값을 낮추어 깊이 동적범위를 확대하면 보다 정확한 깊이값 표현으로 부호화 효율을 개선할 수 있지만 보호대역 축소로 점유맵 오류가 증가한다. 본 논문에서는 TMIV 의 부호화기와 보호화기에 비대칭 임계값을 사용하여 보호대역 축소로 인한 점유맵 오류를 보정하면서 보다 정확한 깊이 값 표현을 통하여 부호화 효율을 개선하는 기법을 제안한다. 제안기법은 깊이 동적범위 확대와 비대칭 임계값 기반의 점유맵 오류 보정을 통하여 CG 시퀀스에서 2.2% BD-rate 이득과 주관적 화질 개선을 보인다.

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View Selection Algorithm for Texturing Using Depth Maps (Depth 정보를 이용한 Texturing 의 View Selection 알고리즘)

  • Han, Hyeon-Deok;Han, Jong-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1207-1210
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    • 2022
  • 2D 이미지로부터 카메라의 위치 정보를 추정할 수 있는 Structure-from-Motion (SfM) 기술과 dense depth map 을 추정하는 Multi-view Stereo (MVS) 기술을 이용하여 2D 이미지에서 point cloud 와 같은 3D data 를 얻을 수 있다. 3D data 는 VR, AR, 메타버스와 같은 컨텐츠에 사용되기 위한 핵심 요소이다. Point cloud 는 보통 VR, AR, 메타버스와 같은 많은 분야에 이용되기 위해 mesh 형태로 변환된 후 texture 를 입히는 Texturing 과정이 필요하다. 기존의 Texturing 방법에서는 mesh의 face에 사용될 image의 outlier를 제거하기 위해 color 정보만을 이용했다. Color 정보를 이용하는 방법은 mesh 의 face 에 대응되는 image 의 수가 충분히 많고 움직이는 물체에 대한 outlier 에는 효과적이지만 image 의 수가 부족한 경우와 부정확한 카메라 파라미터에 대한 outlier 에는 부족한 성능을 보인다. 본 논문에서는 Texturing 과정의 view selection 에서 depth 정보를 추가로 이용하여 기존 방법의 단점을 보완할 수 있는 방법을 제안한다.

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Development of 3D Terrain Tools which Improves a Picking Speed using Cross Detection (교차검출을 이용하여 Picking 속도를 향상시킨 3D 지형 툴의 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.78-85
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    • 2012
  • This paper proposes an efficient algorithm to develop a 3D terrain tools which is essential in the development of 3D computer games. In particular, this paper proposes a cross detection technique to improve picking speed. In other words, this paper proposes a more efficient cross detection technique consisting of a ray and a parallelogram than a cross detection technique consisting of a ray and a triangle. So, we can confirm the faster picking speed. This paper uses a picking example among DirectX SDK samples to test it. In addition, this paper compares the number of function calls for cross detection using the existing techniques and the proposed technique. As a result, in this paper the proposed technique has fallen off to about a 50 percent than the existing techniques. And if it is calculated by times, in this paper the proposed technique was reduced to 1 to 2 seconds than the existing techniques. Additionally, in this paper 3D terrain tools are provide more improved algorithms for features such as texture splatting, height map control, object arrangement and realistic water effect. So, 3D terrain tools is available efficient in the development of real 3d computer games.

A Study on Pre-evaluation of Tree Species Classification Possibility of CAS500-4 Using RapidEye Satellite Imageries (농림위성 활용 수종분류 가능성 평가를 위한 래피드아이 영상 기반 시험 분석)

  • Kwon, Soo-Kyung;Kim, Kyoung-Min;Lim, Joongbin
    • Korean Journal of Remote Sensing
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    • v.37 no.2
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    • pp.291-304
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    • 2021
  • Updating a forest type map is essential for sustainable forest resource management and monitoring to cope with climate change and various environmental problems. According to the necessity of efficient and wide-area forestry remote sensing, CAS500-4 (Compact Advanced Satellite 500-4; The agriculture and forestry satellite) project has been confirmed and scheduled for launch in 2023. Before launching and utilizing CAS500-4, this study aimed to pre-evaluation the possibility of satellite-based tree species classification using RapidEye, which has similar specifications to the CAS500-4. In this study, the study area was the Chuncheon forest management complex, Gangwon-do. The spectral information was extracted from the growing season image. And the GLCM texture information was derived from the growing and non-growing seasons NIR bands. Both information were used to classification with random forest machine learning method. In this study, tree species were classified into nine classes to the coniferous tree (Korean red pine, Korean pine, Japanese larch), broad-leaved trees (Mongolian oak, Oriental cork oak, East Asian white birch, Korean Castanea, and other broad-leaved trees), and mixed forest. Finally, the classification accuracy was calculated by comparing the forest type map and classification results. As a result, the accuracy was 39.41% when only spectral information was used and 69.29% when both spectral information and texture information was used. For future study, the applicability of the CAS500-4 will be improved by substituting additional variables that more effectively reflect vegetation's ecological characteristics.

Real-Time Terrain Visualization with Hierarchical Structure (실시간 시각화를 위한 계층 구조 구축 기법 개발)

  • Park, Chan Su;Suh, Yong Cheol
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.2D
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    • pp.311-318
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    • 2009
  • Interactive terrain visualization is an important research area with applications in GIS, games, virtual reality, scientific visualization and flight simulators, besides having military use. This is a complex and challenging problem considering that some applications require precise visualizations of huge data sets at real-time rates. In general, the size of data sets makes rendering at real-time difficult since the terrain data cannot fit entirely in memory. In this paper, we suggest the effective Real-time LOD(level-of-detail) algorithm for displaying the huge terrain data and processing mass geometry. We used a hierarchy structure with $4{\times}4$ and $2{\times}2$ tiles for real-time rendering of mass volume DEM which acquired from Digital map, LiDAR, DTM and DSM. Moreover, texture mapping is performed to visualize realistically while displaying height data of normalized Giga Byte level with user oriented terrain information and creating hill shade map using height data to hierarchy tile structure of file type. Large volume of terrain data was transformed to LOD data for real time visualization. This paper show the new LOD algorithm for seamless visualization, high quality, minimize the data loss and maximize the frame speed.

Clinical study for inspection of face color and tongue state on Weak Children (허약(虛弱)을 주소(主訴)로 내원한 환아(患兒)의 임상적 특징과 진단법(診斷法)에 관한 연구 -안색(顔色)과 설진(舌診)을 중심으로-)

  • Yu, Sun-Ae;Lee, Seung-Yeun
    • The Journal of Pediatrics of Korean Medicine
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    • v.16 no.2
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    • pp.23-37
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    • 2002
  • We have plenty of study of adults diseases, but not much has been said about children. 79 children who had visited in the weak children of Dongeui Oriental Medical Hospital from March, 2002 to October, 2002, were the respondents of the Weak Child Questionnaire. The results obtained were as follows: 1. Their symptoms have been observed with sequences of respiratory diseases, Digestive diseases, Psycho-neurological diseases. 2. Distribution of sex and ages : male 38 cases, female 41 cases. $0{\sim}6$ years 60 cases, $7{\sim}12$ years 17 cases, $13{\sim}18$ years 2 cases. 3. The texture of complexion was resulted in face color and the region of the face : whitish-2/ cases. yellowish-27 cases, darkish-22 cases, blue-2 cases, flushed face-l case. Sangeun(山根)-blue : 59 cases, a lower eyelid- dark or light brown : 54 cases. the rests of color on face region didn't mean. 4. The texture of tongue was ended in tongue state : tongue form-not plump not haggard patten(57 cases), a pricky patten(12), a map patten(7), a fissured patten(3). tongue color- pink (57 cases), red(16), light white(6). coating color- thin white(61 cases), thin yellow(l0), lack(6), deep and white(2). tongue coating substance-thin(72 cases), moisten(5), dry(1), deep(1).

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Shape Based Framework for Recognition and Tracking of Texture-free Objects for Submerged Robots in Structured Underwater Environment (수중로봇을 위한 형태를 기반으로 하는 인공표식의 인식 및 추종 알고리즘)

  • Han, Kyung-Min;Choi, Hyun-Taek
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.6
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    • pp.91-98
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    • 2011
  • This paper proposes an efficient and accurate vision based recognition and tracking framework for texture free objects. We approached this problem with a two phased algorithm: detection phase and tracking phase. In the detection phase, the algorithm extracts shape context descriptors that used for classifying objects into predetermined interesting targets. Later on, the matching result is further refined by a minimization technique. In the tracking phase, we resorted to meanshift tracking algorithm based on Bhattacharyya coefficient measurement. In summary, the contributions of our methods for the underwater robot vision are four folds: 1) Our method can deal with camera motion and scale changes of objects in underwater environment; 2) It is inexpensive vision based recognition algorithm; 3) The advantage of shape based method compared to a distinct feature point based method (SIFT) in the underwater environment with possible turbidity variation; 4) We made a quantitative comparison of our method with a few other well-known methods. The result is quite promising for the map based underwater SLAM task which is the goal of our research.

Crowd Density Estimation with Multi-class Adaboost in elevator (다중 클래스 아다부스트를 이용한 엘리베이터 내 군집 밀도 추정)

  • Kim, Dae-Hun;Lee, Young-Hyun;Ku, Bon-Hwa;Ko, Han-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.7
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    • pp.45-52
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    • 2012
  • In this paper, an crowd density in elevator estimation method based on multi-class Adaboost classifier is proposed. The SOM (Self-Organizing Map) based conventional methods have shown insufficient performance in practical scenarios and have weakness for low reproducibility. The proposed method estimates the crowd density using multi-class Adaboost classifier with texture features, namely, GLDM(Grey-Level Dependency Matrix) or GGDM(Grey-Gradient Dependency Matrix). In order to classify into multi-label, weak classifier which have better performance is generated by modifying a weight update equation of general Adaboost algorithm. The crowd density is classified into four categories depending on the number of persons in the crowd, which can be 0 person, 1-2 people, 3-4 people, and 5 or more people. The experimental results under indoor environment show the proposed method improves detection rate by about 20% compared to that of the conventional method.

Model-Based Three-dimensional Multiview Object Implementation by OpenGL (OpenGL을 이용한 모델 기반 3차원 다시점 객체 구현)

  • Oh, Won-Sik;Kim, Dong-Uk;Kim, Hwa-Sung;Yoo, Ji-Sang
    • Journal of Broadcast Engineering
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    • v.13 no.3
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    • pp.299-309
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    • 2008
  • In this paper, we propose an algorithm for object generation from model-based 3-dimensional multi-viewpoint images using OpenGL rendering. In the first step, we preprocess a depth map image in order to get a three-dimensional coordinate which is sampled as a vertex information on OpenGL and has a z-value as depth information. Next, the Delaunay Triangulation algorithm is used to construct a polygon for texture-mapping using the vertex information. Finally, by mapping a texture image on the constructed polygon, we generate a viewpoint-adaptive object by calculating 3-dimensional coordinates on OpenGL.