910 resultados para Multiscale Texture


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Cereals microstructure is one of the primary quality attributes of cereals. Cereals rehydration and milk diffusion depends on such microstructure and thus, the crispiness and the texture, which will make it more palatable for the final consumer. Magnetic Resonance Imaging (MRI) is a very powerful topographic tool since acquisition parameter leads to a wide possibility for identifying textures, structures and liquids mobility. It is suited for non-invasive imaging of water and fats. Rehydration and diffusion cereals processes were measured by MRI at different times and using two different kinds of milk, varying their fat level. Several images were obtained. A combination of textural analysis (based on the analysis of histograms) and segmentation methods (in order to understand the rehydration level of each variety of cereals) were performed. According to the rehydration level, no advisable clustering behavior was found. Nevertheless, some differences were noticeable between the coating, the type of milk and the variety of cereals

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This paper proposes a new methodology for object based 2-D data fu- sion, with a multiscale character. This methodology is intended to be use in agriculture, specifically in the characterization of the water status of different crops, so as to have an appropriate water management at a farm-holding scale. As a first approach to its evaluation, vegetation cover vigor data has been integrated with texture data. For this purpose, NDVI maps have been calculated using a multispectral image and Lacunarity maps from the panchromatic image. Preliminary results show this methodology is viable in the integration and management of large volumes of data, which characterize the behavior of agricultural covers at farm-holding scale.

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Once admitted the advantages of object-based classification compared to pixel-based classification; the need of simple and affordable methods to define and characterize objects to be classified, appears. This paper presents a new methodology for the identification and characterization of objects at different scales, through the integration of spectral information provided by the multispectral image, and textural information from the corresponding panchromatic image. In this way, it has defined a set of objects that yields a simplified representation of the information contained in the two source images. These objects can be characterized by different attributes that allow discriminating between different spectral&textural patterns. This methodology facilitates information processing, from a conceptual and computational point of view. Thus the vectors of attributes defined can be used directly as training pattern input for certain classifiers, as for example artificial neural networks. Growing Cell Structures have been used to classify the merged information.

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Graphics Processing Units have become a booster for the microelectronics industry. However, due to intellectual property issues, there is a serious lack of information on implementation details of the hardware architecture that is behind GPUs. For instance, the way texture is handled and decompressed in a GPU to reduce bandwidth usage has never been dealt with in depth from a hardware point of view. This work addresses a comparative study on the hardware implementation of different texture decompression algorithms for both conventional (PCs and video game consoles) and mobile platforms. Circuit synthesis is performed targeting both a reconfigurable hardware platform and a 90nm standard cell library. Area-delay trade-offs have been extensively analyzed, which allows us to compare the complexity of decompressors and thus determine suitability of algorithms for systems with limited hardware resources.

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Applying biometrics to daily scenarios involves demanding requirements in terms of software and hardware. On the contrary, current biometric techniques are also being adapted to present-day devices, like mobile phones, laptops and the like, which are far from meeting the previous stated requirements. In fact, achieving a combination of both necessities is one of the most difficult problems at present in biometrics. Therefore, this paper presents a segmentation algorithm able to provide suitable solutions in terms of precision for hand biometric recognition, considering a wide range of backgrounds like carpets, glass, grass, mud, pavement, plastic, tiles or wood. Results highlight that segmentation accuracy is carried out with high rates of precision (F-measure 88%)), presenting competitive time results when compared to state-of-the-art segmentation algorithms time performance

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We introduce a simple and innovative method to compare any two texture maps, regardless of their sizes, aspect ratios, or even masks, as long as they are both meant to be mapped onto the same 3D mesh. Our system is based on a zero-distortion 3D mesh unwrapping technique which compares two new adapted texture atlases with the same mask but different texel colors, and whose every texel covers the same area in 3D. Once these adapted atlases are created, we measure their difference with ITEM-RMSE, a slightly modified version of the standard RMSE defined for images. ITEM-RMSE is more meaningful and reliable than RMSE because it only takes into account the texels inside the mask, since they are the only ones that will actually be used during rendering. Our method is not only very useful to compare the space efficiency of different texture atlas generation algorithms, but also to quantify texture loss in compression schemes for multi-resolution textured 3D meshes.

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We present an innovative system to encode and transmit textured multi-resolution 3D meshes in a progressive way, with no need to send several texture images, one for each mesh LOD (Level Of Detail). All texture LODs are created from the finest one (associated to the finest mesh), but can be re- constructed progressively from the coarsest thanks to refinement images calculated in the encoding process, and transmitted only if needed. This allows us to adjust the LOD/quality of both 3D mesh and texture according to the rendering power of the device that will display them, and to the network capacity. Additionally, we achieve big savings in data transmission by avoiding altogether texture coordinates, which are generated automatically thanks to an unwrapping system agreed upon by both encoder and decoder.

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New trends in biometrics are oriented to mobile devices in order to increase the overall security in daily actions like bank account access, e-commerce or even document protection within the mobile. However, applying biometrics to mobile devices imply challenging aspects in biometric data acquisition, feature extraction or private data storage. Concretely, this paper attempts to deal with the problem of hand segmentation given a picture of the hand in an unknown background, requiring an accurate result in terms of hand isolation. For the sake of user acceptability, no restrictions are done on background, and therefore, hand images can be taken without any constraint, resulting segmentation in an exigent task. Multiscale aggregation strategies are proposed in order to solve this problem due to their accurate results in unconstrained and complicated scenarios, together with their properties in time performance. This method is evaluated with a public synthetic database with 480000 images considering different backgrounds and illumination environments. The results obtained in terms of accuracy and time performance highlight their capability of being a suitable solution for the problem of hand segmentation in contact-less environments, outperforming competitive methods in literature like Lossy Data Compression image segmentation (LDC).

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This paper presents an image segmentation algorithm based on Gaussian multiscale aggregation oriented to hand biometric applications. The method is able to isolate the hand from a wide variety of background textures such as carpets, fabric, glass, grass, soil or stones. The evaluation was carried out by using a publicly available synthetic database with 408,000 hand images in different backgrounds, comparing the performance in terms of accuracy and computational cost to two competitive segmentation methods existing in literature, namely Lossy Data Compression (LDC) and Normalized Cuts (NCuts). The results highlight that the proposed method outperforms current competitive segmentation methods with regard to computational cost, time performance, accuracy and memory usage.

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In this paper we present a continuum theory for large strain anisotropic elastoplasticity based on a decomposition of the modified plastic velocity gradient into energetic and dissipative parts. The theory includes the Armstrong and Frederick hardening rule as well as multilayer models as special cases even for large strain anisotropic elastoplasticity. Texture evolution may also be modelled by the formulation, which allows for a meaningful interpretation of the terms of the dissipation equation