• Title/Summary/Keyword: Texture Complexity

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Intra-picture Block-matching Method for Codebook-based Texture Compression

  • Cui, Li;Jang, Euee S.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.10
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    • pp.5063-5073
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    • 2016
  • In this paper, an efficient texture compression method is proposed for fast rendering, which exploits the spatial correlation among blocks through intra-picture block matching. Texture mapping is widely used to enhance the visual quality of results in real-time rendering applications. For fast texture mapping, it is necessary to identify an effective trade-off between compression efficiency and computational complexity. The conventional compression methods utilized for image processing (e.g., JPEG) provide high compression efficiency while resulting in high complexity. Thus, low complexity methods, such as ETC1, are often used in real-time rendering applications. Although these methods can achieve low complexity, the compression efficiency is still lower than that of JPEG. To solve this problem, we propose a texture compression method by reducing the spatial redundancy between blocks in order to achieve the better compression performance than ETC1 while maintaining complexity that is lower than that of JPEG. Experimental results show that the proposed method achieves better compression efficiency than ETC1, and the decoding time is significantly reduced compared to JPEG while similar to ETC1.

A Hybrid Texture Coding Method for Fast Texture Mapping

  • Cui, Li;Kim, Hyungyu;Jang, Euee S.
    • Journal of Computing Science and Engineering
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    • v.10 no.2
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    • pp.68-73
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    • 2016
  • An efficient texture compression method is proposed based on a block matching process between the current block and the previously encoded blocks. Texture mapping is widely used to improve the quality of rendering results in real-time applications. For fast texture mapping, it is important to find an optimal trade-off between compression efficiency and computational complexity. Low-complexity methods (e.g., ETC1 and DXT1) have often been adopted in real-time rendering applications because conventional compression methods (e.g., JPEG) achieve a high compression ratio at the cost of high complexity. We propose a block matching-based compression method that can achieve a higher compression ratio than ETC1 and DXT1 while maintaining computational complexity lower than that of JPEG. Through a comparison between the proposed method and existing compression methods, we confirm our expectations on the performance of the proposed method.

Fast Intra Mode Decision Algorithm for Depth Map Coding using Texture Information in 3D-AVC (3D-AVC에서 색상 영상 정보를 이용한 깊이 영상의 빠른 화면 내 예측 모드 결정 기법)

  • Kang, Jinmi;Chung, Kidong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.149-157
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    • 2015
  • The 3D-AVC standard aims at improving coding efficiency by applying new techniques for utilizing intra, inter and view predictions. 3D video scenes are rendered with existing texture video and additional depth map. The depth map comes at the expense of increased computational complexity of the encoding process. For real-time applications, reducing the complexity of 3D-AVC is very important. In this paper, we present a fast intra mode decision algorithm to reduce the complexity burden in the 3D video system. The proposed algorithm uses similarity between texture video and depth map. The best intra prediction mode of the depth map is similar to that of the corresponding texture video. The early decision algorithm can be made on the intra prediction of depth map coding by using the coded intra mode of texture video. Adaptive threshold for early termination is also proposed. Experimental results show that the proposed algorithm saves the encoding time on average 29.7% without any significant loss in terms of the bit rate or PSNR value.

The Analysis of Texture Images with Structural Characteristics (구조적 특성을 갖는 Texture 영상의 해석)

  • 갑재섭;박래홍
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.24 no.4
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    • pp.675-683
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    • 1987
  • In general, texture images with regular patterns can be described by using the standard texture model regularity vectors for their shape analysis. Early methods not only take much time but also have computational complexity in obtaining regularity vectors. The proposed some improved preprocessing algorithms for texture analysis. Finally, we showed the utility of the proposed method through texture synthesis by making use of the results of texture analysis.

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Construction of Visual Space using Relief Texture Mapping (Relief Texture 매핑을 이용한 가상공간 구축)

  • 이은경;정영기
    • Proceedings of the IEEK Conference
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    • 2003.07e
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    • pp.1899-1902
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    • 2003
  • Recently several methods have been developed for the virtual space construction. Generally, most of the methods are geometric-based rendering technic, but they are difficult to construct real-time rendering because of large data. In this paper, we present a three dimension image-based rendering method that enable a constant speed of real-time rendering regardless of object complexity in virtual space. The Proposed method shows good performance for the virtual space construction with high complexity.

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Implementation of GLCM/GLDV-based Texture Algorithm and Its Application to High Resolution Imagery Analysis (GLCM/GLDV 기반 Texture 알고리즘 구현과 고 해상도 영상분석 적용)

  • Lee Kiwon;Jeon So-Hee;Kwon Byung-Doo
    • Korean Journal of Remote Sensing
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    • v.21 no.2
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    • pp.121-133
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    • 2005
  • Texture imaging, which means texture image creation by co-occurrence relation, has been known as one of the useful image analysis methodologies. For this purpose, most commercial remote sensing software provides texture analysis function named GLCM (Grey Level Co-occurrence Matrix). In this study, texture-imaging program based on GLCM algorithm is newly implemented. As well, texture imaging modules for GLDV (Grey Level Difference Vector) are contained in this program. As for GLCM/GLDV Texture imaging parameters, it composed of six types of second order texture functions such as Homogeneity, Dissimilarity, Energy, Entropy, Angular Second Moment, and Contrast. As for co-occurrence directionality in GLCM/GLDV, two direction modes such as Omni-mode and Circular mode newly implemented in this program are provided with basic eight-direction mode. Omni-mode is to compute all direction to avoid directionality complexity in the practical level, and circular direction is to compute texture parameters by circular direction surrounding a target pixel in a kernel. At the second phase of this study, some case studies with artificial image and actual satellite imagery are carried out to analyze texture images in different parameters and modes by correlation matrix analysis. It is concluded that selection of texture parameters and modes is the critical issues in an application based on texture image fusion.

Low-Complexity MPEG-4 Shape Encoding towards Realtime Object-Based Applications

  • Jang, Euee-Seon
    • ETRI Journal
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    • v.26 no.2
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    • pp.122-135
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    • 2004
  • Although frame-based MPEG-4 video services have been successfully deployed since 2000, MPEG-4 video coding is now facing great competition in becoming a dominant player in the market. Object-based coding is one of the key functionalities of MPEG-4 video coding. Real-time object-based video encoding is also important for multimedia broadcasting for the near future. Object-based video services using MPEG-4 have not yet made a successful debut due to several reasons. One of the critical problems is the coding complexity of object-based video coding over frame-based video coding. Since a video object is described with an arbitrary shape, the bitstream contains not only motion and texture data but also shape data. This has introduced additional complexity to the decoder side as well as to the encoder side. In this paper, we have analyzed the current MPEG-4 video encoding tools and proposed efficient coding technologies that reduce the complexity of the encoder. Using the proposed coding schemes, we have obtained a 56 percent reduction in shape-coding complexity over the MPEG-4 video reference software (Microsoft version, 2000 edition).

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Texture Image Retrieval Using DTCWT-SVD and Local Binary Pattern Features

  • Jiang, Dayou;Kim, Jongweon
    • Journal of Information Processing Systems
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    • v.13 no.6
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    • pp.1628-1639
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    • 2017
  • The combination texture feature extraction approach for texture image retrieval is proposed in this paper. Two kinds of low level texture features were combined in the approach. One of them was extracted from singular value decomposition (SVD) based dual-tree complex wavelet transform (DTCWT) coefficients, and the other one was extracted from multi-scale local binary patterns (LBPs). The fusion features of SVD based multi-directional wavelet features and multi-scale LBP features have short dimensions of feature vector. The comparing experiments are conducted on Brodatz and Vistex datasets. According to the experimental results, the proposed method has a relatively better performance in aspect of retrieval accuracy and time complexity upon the existing methods.

Optimal Gator-filter Design for Multiple Texture Image Segmentation (다중 텍스쳐 영상 분할을 위한 최적 가버필터의 설계)

  • Lee, U-Beom;Kim, Uk-Hyeon
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.3
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    • pp.11-22
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    • 2002
  • The design of optimal filter yielding optimal texture feature separation is a most effective technique in many torture analyzing areas, such as perception of surface, object, shape and depth. But, most optimal filter design approaches are restricted to the issue of computational complexity and supervised problems. In this paper, Our proposed method yields new insight into the design of optimal Gabor filters for segmenting multiple texture images. The optimal frequency of Gator filter is turned to the optimal frequency of the distinct texture in frequency domain. In order to show the performance of the designed filters, we have attempted to build a various texture images. Our experimental results show that the performance of the system is very successful.

A Fast Algorithm for Region-Oriented Texture Coding

  • Choi, Young-Gyu;Choi, Chong-Hwan;Cheong, Ha-Young
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.9 no.6
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    • pp.519-525
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    • 2016
  • This paper addresses the framework of object-oriented image coding, describing a new algorithm, based on monodimensional Legendre polynomials, for texture approximation. Through the use of 1D orthogonal basis functions, the computational complexity which usually makes prohibitive most of 2D region-oriented approaches is significantly reduced, while only a slight increment of distortion is introduced. In the aim of preserving the bidimensional intersample correlation of the texture information as much as possible, suitable pseudo-bidimensional basis functions have been used, yielding significant improvements with respect to the straightforward 1D approach. The algorithm has been experimented for coding still images as well as motion compensated sequences, showing interesting possibilities of application for very low bitrate video coding.