• Title/Summary/Keyword: Projective Method

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Automatic Edge Detection Method for Mobile Robot Application (이동로봇을 위한 영상의 자동 엣지 검출 방법)

  • Kim Dongsu;Kweon Inso;Lee Wangheon
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.5
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    • pp.423-428
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    • 2005
  • This paper proposes a new edge detection method using a $3{\times}3$ ideal binary pattern and lookup table (LUT) for the mobile robot localization without any parameter adjustments. We take the mean of the pixels within the $3{\times}3$ block as a threshold by which the pixels are divided into two groups. The edge magnitude and orientation are calculated by taking the difference of average intensities of the two groups and by searching directional code in the LUT, respectively. And also the input image is not only partitioned into multiple groups according to their intensity similarities by the histogram, but also the threshold of each group is determined by fuzzy reasoning automatically. Finally, the edges are determined through non-maximum suppression using edge confidence measure and edge linking. Applying this edge detection method to the mobile robot localization using projective invariance of the cross ratio. we demonstrate the robustness of the proposed method to the illumination changes in a corridor environment.

Analysis of size distribution of riverbed gravel through digital image processing (영상 처리에 의한 하상자갈의 입도분포 분석)

  • Yu, Kwonkyu;Cho, Woosung
    • Journal of Korea Water Resources Association
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    • v.52 no.7
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    • pp.493-503
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    • 2019
  • This study presents a new method of estimating the size distribution of river bed gravel through image processing. The analysis was done in two steps; first the individual grain images were analyzed and then the grain particle segmentation of river-bed images were processed. In the first part of the analysis, the relationships (long axes, intermediate axes and projective areas) between grain features from images and those measured were compared. For this analysis, 240 gravel particles were collected at three river stations. All particles were measured with vernier calipers and weighed with scales. The measured data showed that river gravel had shape factors of 0.514~0.585. It was found that the weight of gravel had a stronger correlation with the projective areas than the long or intermediate axes. Using these results, we were able to establish an area-weight formula. In the second step, we calculated the projective areas of the river-bed gravels by detecting their edge lines using the ImageJ program. The projective areas of the gravels were converted to the grain-size distribution using the formula previously established. The proposed method was applied to 3 small- and medium- sized rivers in Korea. Comparisons of the analyzed size distributions with those measured showed that the proposed method could estimate the median diameter within a fair error range. However, the estimated distributions showed a slight deviation from the observed value, which is something that needs improvement in the future.

Adjustment of texture image for construction of a 3D virtual city (3D 가상도시 구축을 위한 건물 텍스쳐 이미지의 왜곡보정)

  • Kim, Sung-Su;Kim, Byung-Guk
    • Journal of Korean Society for Geospatial Information Science
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    • v.10 no.2 s.20
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    • pp.49-56
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    • 2002
  • Many users of 3D virtual city are Utilize a texture image for the cognition of real object. In this study, building's facet images were achieved by a digital camera and adjusted its distortion by use of the 2D projective transformation method. After then, Images are mapped to a 3D building model by means of the OpenGL. Application program is able to offer an automation solution to construction process of the 3D virtual city.

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ADAPTATION OF THE MINORANT FUNCTION FOR LINEAR PROGRAMMING

  • Leulmi, S.;Leulmi, A.
    • East Asian mathematical journal
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    • v.35 no.5
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    • pp.597-612
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    • 2019
  • In this study, we propose a new logarithmic barrier approach to solve linear programming problem using the projective method of Karmarkar. We are interested in computation of the direction by Newton's method and of the step-size using minorant functions instead of line search methods in order to reduce the computation cost. Our new approach is even more beneficial than classical line search methods. We reinforce our purpose by many interesting numerical simulations proved the effectiveness of the algorithm developed in this work.

Digital Watermarking Technique for Images with Perspective Distortion

  • Chotikakamthorn, Nopporn;Yawai, Wiyada
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1090-1093
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    • 2004
  • In this paper, a problem of geometrically distorted images is considered. In particular, the paper discusses the detection of a watermark from a photographed image of the watermarked picture. The image is possibly obtained by using a digital camera. This watermark detection problem is made difficult by various geometric distortions added to the original picture through the printing and photographing processes. In particular, the paper focuses on the geometric distortion due to a projective transformation, as part of a camera 3D-to-2D imaging process. It is well-known that a cross ratio of collinear points is invariant under a perspective projection. By exploiting this fact, a projective-invariant digital watermarking technique is developed. By detecting the picture's corners, and the image center point at the intersection of two main diagonal lines, predefined cross ratios are used to compute the watermark embedded locations. From those identified embedding pixel locations, a watermark can be detected by performing a correlation between a watermark pattern and the image over those pixels. The proposed method does not require an inverse transformation on the distorted image, thus simplifying the detection process. Performance of the proposed method has been analyzed through computer experiments

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A Stereo Matching Algorithm with Projective Distortion of Variable Windows (가변 윈도우의 투영왜곡을 고려한 스테레오 정합 알고리듬)

  • Kim, Gyeong-Beom;Jeong, Seong-Jong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.25 no.3
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    • pp.461-469
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    • 2001
  • Existing area-based stereo algorithms rely heavily on rectangular windows for computing correspondence. While the algorithms with the rectangular windows are efficient, they generate relatively large matching errors due to variations of disparity profiles near depth discontinuities and doesnt take into account local deformations of the windows due to projective distortion. In this paper, in order to deal with these problems, a new correlation function with 4 directional line masks, based on robust estimator, is proposed for the selection of potential matching points. These points is selected to consider depth discontinuities and reduce effects on outliers. The proposed matching method finds an arbitrarily-shaped variable window around a pixel in the 3d array which is constructed with the selected matching points. In addition, the method take into account the local deformation of the variable window with a constant disparity, and perform the estimation of sub-pixel disparities. Experiments with various synthetic images show that the proposed technique significantly reduces matching errors both in the vicinity of depth discontinuities and in continuously smooth areas, and also does not be affected drastically due to outlier and noise.

A Robust Estimation Procedure for the Linear Regression Model

  • Kim, Bu-Yong
    • Journal of the Korean Statistical Society
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    • v.16 no.2
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    • pp.80-91
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    • 1987
  • Minimum $L_i$ norm estimation is a robust procedure ins the sense that it leads to an estimator which has greater statistical eficiency than the least squares estimator in the presence of outliers. And the $L_1$ norm estimator has some desirable statistical properties. In this paper a new computational procedure for $L_1$ norm estimation is proposed which combines the idea of reweighted least squares method and the linear programming approach. A modification of the projective transformation method is employed to solve the linear programming problem instead of the simplex method. It is proved that the proposed algorithm terminates in a finite number of iterations.

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Post-Rendering 3D Warping using Projective Texture (투영 텍스춰를 이용한 렌더링 후 3차원 와핑)

  • Park, Hui-Won;Ihm, In-Seong
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.8
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    • pp.431-439
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    • 2002
  • Due to the recent development of graphics hardware, real-time rendering of complex scenes is still a challenging task. As results of researches on image based rendering, the rendering schemes based on post-rendering 3D warping have been proposed. In general, these methods produce good rendering results. However, they are not appropriate for real-time rendering since it is not easy to accelerate the time-consuming algorithms within graphics subsystem. As an attempt to resolve this problem of the post-rendering 3D warping technique, we present a new real-time scheme based on projective texture. In our method, two reference images obtained by rendering complicated objects at two consecutive points of time are used. Rendering images of high quality for intermediate points of time are obtained by projecting the reference images onto a simplified object, and then blending the resulting images. Our technique will be effectively used in developing real-time graphics applications such as 3D games and virtual reality software and so on.

Realistic 3D Scene Reconstruction from an Image Sequence (연속적인 이미지를 이용한 3차원 장면의 사실적인 복원)

  • Jun, Hee-Sung
    • The KIPS Transactions:PartB
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    • v.17B no.3
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    • pp.183-188
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    • 2010
  • A factorization-based 3D reconstruction system is realized to recover 3D scene from an image sequence. The image sequence is captured from uncalibrated perspective camera from several views. Many matched feature points over all images are obtained by feature tracking method. Then, these data are supplied to the 3D reconstruction module to obtain the projective reconstruction. Projective reconstruction is converted to Euclidean reconstruction by enforcing several metric constraints. After many triangular meshes are obtained, realistic reconstruction of 3D models are finished by texture mapping. The developed system is implemented in C++, and Qt library is used to implement the system user interface. OpenGL graphics library is used to realize the texture mapping routine and the model visualization program. Experimental results using synthetic and real image data are included to demonstrate the effectiveness of the developed system.