• Title/Summary/Keyword: texture information

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MPEG-7 Texture Descriptor (MPEG-7 질감 기술자)

  • 강호경;정용주;유기원;노용만;김문철;김진웅
    • Journal of Broadcast Engineering
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    • v.5 no.1
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    • pp.10-22
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    • 2000
  • In this paper, we present a texture description method as a standardization of multimedia contents description. Like color, shape, object and camera motion information, texture is one of very important information in the visual part of international standard (MPEG-7) in multimedia contents description. Current MPEG-7 texture descriptor has been designed to fit human visual system. Many psychophysical experiments give evidence that the brain decomposes the spectra into perceptual channels that are bands in spatial frequency. The MPEG-7 texture description method has employed Radon transform that fits with HVS behavior. By taking average energy and energy deviation of HVS channels, the texture descriptor is generated. To test the performance of current texture descriptor, experiments with MPEG-7 Texture data sets of T1 to T7 are performed. Results show that the current MPEG-7 texture descriptor gives better retrieval rate and fast and fast extraction time for texture feature.

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Texture Classification Based on Gabor-like Feature (유사 가버 특징에 기반한 텍스쳐 분류)

  • Son, Ji-Hoon;Kim, Sung-Young
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.10 no.2
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    • pp.147-153
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    • 2017
  • Efficient texture representation is very important in computer vision fields. The performance of texture classification or/and segmentation can be improved based on efficient texture representation. Gabor filter is a representation method that has long history for texture representation based on multi-scale analysis. Gabor filter shows good performance in texture classification and segmentation but requires much processing time. In this paper, we propose new texture representation method that is also based on multi-scale analysis. The proposed representation can provide similar performance in texture classification but can reduce processing time against Gabor filter. Experimental results show good performance of our method.

A Low-Power Texture Mapping Technique for Mobile 3D Graphics (모바일 3D 그래픽스를 위한 저전력 텍스쳐 맵핑 기법)

  • Kim, Hyun-Hee;Kim, Ji-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.45-57
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    • 2009
  • ETexture mapping is a technique used for adding reality to an image in 3D graphics. However. this technique becomes the bottleneck of the 3D graphics pipeline because it requires large processing power and high memory bandwidth. For reducing memory latency in texture mapping, texture cache is used. As portable devices become smaller and they have power constraint, it is important to reduce the area and the power consumption of the texture cache. In this paper we propose using a small texture cache to reduce the area and the power consumption of the texture cache. Furthermore, we propose techniques to keep a performance comparable to large texture caches by using prefetch techniques and a victim cache. Simulation results show the proposed small texture cache can reduce the area and the power consumption up to 70% and 60%, respectively, by using $1{\sim}2K$ bytes texture cache compared to the conventional 16K bytes cache while keeping the performance.

Variable Block Size Transform Coding Using Segmented Information (영역 분할 정보를 이용한 가변 블록 크기 변환 부호화)

  • 오정수;김진태;최종수
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.31B no.1
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    • pp.72-80
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    • 1994
  • In this paper, a new variable block-size transform coding algorithm using information of segmentation is proposed. In general variable block-size transform coding algorithms, the information which is used to form variable blocks is thrown away, but in the proposed algorithm, the information of segmentation which is composed of texture and contour information is maintained for efficient coding. That is, the number of blocks can be reduced by contour information, a DC component of block can be predicted by texture information, and the region compensation, which reduces mean difference between regions, using texture and contour information can diminish the magnitude of AC components. The result is that the proposed algorithm has improved highly the coding efficiency of DC and AC components.

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Image Retrieval based on Color-Spatial Features using Quadtree and Texture Information Extracted from Object MBR (Quadtree를 사용한 색상-공간 특징과 객체 MBR의 질감 정보를 이용한 영상 검색)

  • 최창규;류상률;김승호
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.6
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    • pp.692-704
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    • 2002
  • In this paper, we present am image retrieval method based on color-spatial features using quadtree and texture information extracted from object MBRs in an image. Tile proposed method consists of creating a DC image from an original image, changing a color coordinate system, and decomposing regions using quadtree. As such, conditions are present to decompose the DC image, then the system extracts representative colors from each region. And, image segmentation is used to search for object MBRs, including object themselves, object included in the background, or certain background region, then the wavelet coefficients are calculated to provide texture information. Experiments were conducted using the proposed similarity method based on color-spatial and texture features. Our method was able to refute the amount of feature vector storage by about 53%, but was similar to the original image as regards precision and recall. Furthermore, to make up for the deficiency in using only color-spatial features, texture information was added and the results showed images that included objects from the query images.

GLIBP: Gradual Locality Integration of Binary Patterns for Scene Images Retrieval

  • Bougueroua, Salah;Boucheham, Bachir
    • Journal of Information Processing Systems
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    • v.14 no.2
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    • pp.469-486
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    • 2018
  • We propose an enhanced version of the local binary pattern (LBP) operator for texture extraction in images in the context of image retrieval. The novelty of our proposal is based on the observation that the LBP exploits only the lowest kind of local information through the global histogram. However, such global Histograms reflect only the statistical distribution of the various LBP codes in the image. The block based LBP, which uses local histograms of the LBP, was one of few tentative to catch higher level textural information. We believe that important local and useful information in between the two levels is just ignored by the two schemas. The newly developed method: gradual locality integration of binary patterns (GLIBP) is a novel attempt to catch as much local information as possible, in a gradual fashion. Indeed, GLIBP aggregates the texture features present in grayscale images extracted by LBP through a complex structure. The used framework is comprised of a multitude of ellipse-shaped regions that are arranged in circular-concentric forms of increasing size. The framework of ellipses is in fact derived from a simple parameterized generator. In addition, the elliptic forms allow targeting texture directionality, which is a very useful property in texture characterization. In addition, the general framework of ellipses allows for taking into account the spatial information (specifically rotation). The effectiveness of GLIBP was investigated on the Corel-1K (Wang) dataset. It was also compared to published works including the very effective DLEP. Results show significant higher or comparable performance of GLIBP with regard to the other methods, which qualifies it as a good tool for scene images retrieval.

Image Retrieval using Fast Wavelet Histogram and Color Information (고속 웨이블렛 히스토그램과 색상정보를 이용한 영상검색)

  • 김주현;이배호
    • Proceedings of the IEEK Conference
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    • 2000.06d
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    • pp.194-197
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    • 2000
  • Wavelet transform used for content-based image retrieval has good performance in texture image. Image features for content-based image retrieval are color, texture, and shape. In this paper, we use color feature extracted from HSI color space known as most similar vision system to human vision system and texture feature extracted from wavelet histogram which has multiresolution property. Proposed method is compared with HSI color histogram method and wavelet histogram method. It is shown better performance.

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Efficient and Detailed Texture Synthesis with Orientation Considerations (방향을 고려한 효율적이고 디테일한 텍스처 합성)

  • Yeon Hee Choo;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.575-576
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    • 2023
  • 본 논문에서는 텍스처 합성할 때 방향을 고려하여 합성의 품질의 개선시킬 수 있는 방법을 제안한다. 또한 고정된 회전 각도가 아닌, 다양한 각도를 자동으로 샘플링하여 효율적으로 예제 이미지를 생성할 수 있도록 하였고, 이를 통해 합성 경계간의 차이를 자연스럽게 완화시킬 수 있는 결과를 실험을 통해 보여준다.

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An Image Synthesis Technique Based on the Pyramidal Structure and MAP Estimation Technique (계층적 Pyramid구조와 MAP 추정 기법을 이용한 Texture 영상 합성 기법)

  • 정석윤;이상욱
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.8
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    • pp.1238-1246
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    • 1989
  • In this paper, a texture synthesis technique based on the NCAR(non-causal auto-regressive) model and the pyramid structure is proposed. In order to estimate the NCAR model parameters accurately from a noisy texture, the MAP(maximum a posteriori) estimation technique is also employed. In our approach, since the input texture is decomposed into the Laplacian oyramid planes first and then the NCAR model is applied to each plane, we are able to obtain a good synthesized texture even if the texture exhibits some non-random local structure or non-homogenity. The usrfulness of the proposed method is demonstrated with seveal real textures in the Brodatz album. Finally, the 2-dimensional MAP estimation technique can be used to the image restoration for noisy images as well as a texture image synthesis.

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