20 resultados para Texture image

em Massachusetts Institute of Technology


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This thesis explores how to represent image texture in order to obtain information about the geometry and structure of surfaces, with particular emphasis on locating surface discontinuities. Theoretical and psychophysical results lead to the following conclusions for the representation of image texture: (1) A texture edge primitive is needed to identify texture change contours, which are formed by an abrupt change in the 2-D organization of similar items in an image. The texture edge can be used for locating discontinuities in surface structure and surface geometry and for establishing motion correspondence. (2) Abrupt changes in attributes that vary with changing surface geometry ??ientation, density, length, and width ??ould be used to identify discontinuities in surface geometry and surface structure. (3) Texture tokens are needed to separate the effects of different physical processes operating on a surface. They represent the local structure of the image texture. Their spatial variation can be used in the detection of texture discontinuities and texture gradients, and their temporal variation may be used for establishing motion correspondence. What precisely constitutes the texture tokens is unknown; it appears, however, that the intensity changes alone will not suffice, but local groupings of them may. (4) The above primitives need to be assigned rapidly over a large range in an image.

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The correspondence problem in computer vision is basically a matching task between two or more sets of features. In this paper, we introduce a vectorized image representation, which is a feature-based representation where correspondence has been established with respect to a reference image. This representation has two components: (1) shape, or (x, y) feature locations, and (2) texture, defined as the image grey levels mapped onto the standard reference image. This paper explores an automatic technique for "vectorizing" face images. Our face vectorizer alternates back and forth between computation steps for shape and texture, and a key idea is to structure the two computations so that each one uses the output of the other. A hierarchical coarse-to-fine implementation is discussed, and applications are presented to the problems of facial feature detection and registration of two arbitrary faces.

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Three-dimensional models which contain both geometry and texture have numerous applications such as urban planning, physical simulation, and virtual environments. A major focus of computer vision (and recently graphics) research is the automatic recovery of three-dimensional models from two-dimensional images. After many years of research this goal is yet to be achieved. Most practical modeling systems require substantial human input and unlike automatic systems are not scalable. This thesis presents a novel method for automatically recovering dense surface patches using large sets (1000's) of calibrated images taken from arbitrary positions within the scene. Physical instruments, such as Global Positioning System (GPS), inertial sensors, and inclinometers, are used to estimate the position and orientation of each image. Essentially, the problem is to find corresponding points in each of the images. Once a correspondence has been established, calculating its three-dimensional position is simply a matter of geometry. Long baseline images improve the accuracy. Short baseline images and the large number of images greatly simplifies the correspondence problem. The initial stage of the algorithm is completely local and scales linearly with the number of images. Subsequent stages are global in nature, exploit geometric constraints, and scale quadratically with the complexity of the underlying scene. We describe techniques for: 1) detecting and localizing surface patches; 2) refining camera calibration estimates and rejecting false positive surfels; and 3) grouping surface patches into surfaces and growing the surface along a two-dimensional manifold. We also discuss a method for producing high quality, textured three-dimensional models from these surfaces. Some of the most important characteristics of this approach are that it: 1) uses and refines noisy calibration estimates; 2) compensates for large variations in illumination; 3) tolerates significant soft occlusion (e.g. tree branches); and 4) associates, at a fundamental level, an estimated normal (i.e. no frontal-planar assumption) and texture with each surface patch.

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The visual analysis of surface shape from texture and surface contour is treated within a computational framework. The aim of this study is to determine valid constraints that are sufficient to allow surface orientation and distance (up to a multiplicative constant) to be computed from the image of surface texture and of surface contours.

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Texture provides one cue for identifying the physical cause of an intensity edge, such as occlusion, shadow, surface orientation or reflectance change. Marr, Julesz, and others have proposed that texture is represented by small lines or blobs, called 'textons' by Julesz [1981a], together with their attributes, such as orientation, elongation, and intensity. Psychophysical studies suggest that texture boundaries are perceived where distributions of attributes over neighborhoods of textons differ significantly. However, these studies, which deal with synthetic images, neglect to consider two important questions: How can these textons be extracted from images of natural scenes? And how, exactly, are texture boundaries then found? This thesis proposes answers to these questions by presenting an algorithm for computing blobs from natural images and a statistic for measuring the difference between two sample distributions of blob attributes. As part of the blob detection algorithm, methods for estimating image noise are presented, which are applicable to edge detection as well.

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In this paper we present some extensions to the k-means algorithm for vector quantization that permit its efficient use in image segmentation and pattern classification tasks. It is shown that by introducing state variables that correspond to certain statistics of the dynamic behavior of the algorithm, it is possible to find the representative centers fo the lower dimensional maniforlds that define the boundaries between classes, for clouds of multi-dimensional, mult-class data; this permits one, for example, to find class boundaries directly from sparse data (e.g., in image segmentation tasks) or to efficiently place centers for pattern classification (e.g., with local Gaussian classifiers). The same state variables can be used to define algorithms for determining adaptively the optimal number of centers for clouds of data with space-varying density. Some examples of the applicatin of these extensions are also given.

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This paper consists of two major parts. First, we present the outline of a simple approach to very-low bandwidth video-conferencing system relying on an example-based hierarchical image compression scheme. In particular, we discuss the use of example images as a model, the number of required examples, faces as a class of semi-rigid objects, a hierarchical model based on decomposition into different time-scales, and the decomposition of face images into patches of interest. In the second part, we present several algorithms for image processing and animation as well as experimental evaluations. Among the original contributions of this paper is an automatic algorithm for pose estimation and normalization. We also review and compare different algorithms for finding the nearest neighbors in a database for a new input as well as a generalized algorithm for blending patches of interest in order to synthesize new images. Finally, we outline the possible integration of several algorithms to illustrate a simple model-based video-conference system.

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The need to generate new views of a 3D object from a single real image arises in several fields, including graphics and object recognition. While the traditional approach relies on the use of 3D models, we have recently introduced techniques that are applicable under restricted conditions but simpler. The approach exploits image transformations that are specific to the relevant object class and learnable from example views of other "prototypical" objects of the same class. In this paper, we introduce such a new technique by extending the notion of linear class first proposed by Poggio and Vetter. For linear object classes it is shown that linear transformations can be learned exactly from a basis set of 2D prototypical views. We demonstrate the approach on artificial objects and then show preliminary evidence that the technique can effectively "rotate" high- resolution face images from a single 2D view.

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This paper describes a machine vision system that classifies reflectance properties of surfaces such as metal, plastic, or paper, under unknown real-world illumination. We demonstrate performance of our algorithm for surfaces of arbitrary geometry. Reflectance estimation under arbitrary omnidirectional illumination proves highly underconstrained. Our reflectance estimation algorithm succeeds by learning relationships between surface reflectance and certain statistics computed from an observed image, which depend on statistical regularities in the spatial structure of real-world illumination. Although the algorithm assumes known geometry, its statistical nature makes it robust to inaccurate geometry estimates.

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This is a collection of data on the construction operation and performance of the two image dissector cameras. Some of this data is useful in deciding whether certain shortcomings are significant for a given application and if so how to compensate for them.

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We present an algorithm that uses multiple cues to recover shading and reflectance intrinsic images from a single image. Using both color information and a classifier trained to recognize gray-scale patterns, each image derivative is classified as being caused by shading or a change in the surface's reflectance. Generalized Belief Propagation is then used to propagate information from areas where the correct classification is clear to areas where it is ambiguous. We also show results on real images.

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The goal of low-level vision is to estimate an underlying scene, given an observed image. Real-world scenes (e.g., albedos or shapes) can be very complex, conventionally requiring high dimensional representations which are hard to estimate and store. We propose a low-dimensional representation, called a scene recipe, that relies on the image itself to describe the complex scene configurations. Shape recipes are an example: these are the regression coefficients that predict the bandpassed shape from bandpassed image data. We describe the benefits of this representation, and show two uses illustrating their properties: (1) we improve stereo shape estimates by learning shape recipes at low resolution and applying them at full resolution; (2) Shape recipes implicitly contain information about lighting and materials and we use them for material segmentation.

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Binary image classifiction is a problem that has received much attention in recent years. In this paper we evaluate a selection of popular techniques in an effort to find a feature set/ classifier combination which generalizes well to full resolution image data. We then apply that system to images at one-half through one-sixteenth resolution, and consider the corresponding error rates. In addition, we further observe generalization performance as it depends on the number of training images, and lastly, compare the system's best error rates to that of a human performing an identical classification task given teh same set of test images.

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We present an image-based approach to infer 3D structure parameters using a probabilistic "shape+structure'' model. The 3D shape of a class of objects may be represented by sets of contours from silhouette views simultaneously observed from multiple calibrated cameras. Bayesian reconstructions of new shapes can then be estimated using a prior density constructed with a mixture model and probabilistic principal components analysis. We augment the shape model to incorporate structural features of interest; novel examples with missing structure parameters may then be reconstructed to obtain estimates of these parameters. Model matching and parameter inference are done entirely in the image domain and require no explicit 3D construction. Our shape model enables accurate estimation of structure despite segmentation errors or missing views in the input silhouettes, and works even with only a single input view. Using a dataset of thousands of pedestrian images generated from a synthetic model, we can perform accurate inference of the 3D locations of 19 joints on the body based on observed silhouette contours from real images.

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Statistical shape and texture appearance models are powerful image representations, but previously had been restricted to 2D or simple 3D shapes. In this paper we present a novel 3D morphable model based on image-based rendering techniques, which can represent complex lighting conditions, structures, and surfaces. We describe how to construct a manifold of the multi-view appearance of an object class using light fields and show how to match a 2D image of an object to a point on this manifold. In turn we use the reconstructed light field to render novel views of the object. Our technique overcomes the limitations of polygon based appearance models and uses light fields that are acquired in real-time.