984 resultados para Partially self-avoiding walk
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Texture is one of the most important visual attributes for image analysis. It has been widely used in image analysis and pattern recognition. A partially self-avoiding deterministic walk has recently been proposed as an approach for texture analysis with promising results. This approach uses walkers (called tourists) to exploit the gray scale image contexts in several levels. Here, we present an approach to generate graphs out of the trajectories produced by the tourist walks. The generated graphs embody important characteristics related to tourist transitivity in the image. Computed from these graphs, the statistical position (degree mean) and dispersion (entropy of two vertices with the same degree) measures are used as texture descriptors. A comparison with traditional texture analysis methods is performed to illustrate the high performance of this novel approach. (C) 2011 Elsevier Ltd. All rights reserved.
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Texture image analysis is an important field of investigation that has attracted the attention from computer vision community in the last decades. In this paper, a novel approach for texture image analysis is proposed by using a combination of graph theory and partially self-avoiding deterministic walks. From the image, we build a regular graph where each vertex represents a pixel and it is connected to neighboring pixels (pixels whose spatial distance is less than a given radius). Transformations on the regular graph are applied to emphasize different image features. To characterize the transformed graphs, partially self-avoiding deterministic walks are performed to compose the feature vector. Experimental results on three databases indicate that the proposed method significantly improves correct classification rate compared to the state-of-the-art, e.g. from 89.37% (original tourist walk) to 94.32% on the Brodatz database, from 84.86% (Gabor filter) to 85.07% on the Vistex database and from 92.60% (original tourist walk) to 98.00% on the plant leaves database. In view of these results, it is expected that this method could provide good results in other applications such as texture synthesis and texture segmentation. (C) 2012 Elsevier Ltd. All rights reserved.
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Consider N sites randomly and uniformly distributed in a d-dimensional hypercube. A walker explores this disordered medium going to the nearest site, which has not been visited in the last mu (memory) steps. The walker trajectory is composed of a transient part and a periodic part (cycle). For one-dimensional systems, travelers can or cannot explore all available space, giving rise to a crossover between localized and extended regimes at the critical memory mu(1) = log(2) N. The deterministic rule can be softened to consider more realistic situations with the inclusion of a stochastic parameter T (temperature). In this case, the walker movement is driven by a probability density function parameterized by T and a cost function. The cost function increases as the distance between two sites and favors hops to closer sites. As the temperature increases, the walker can escape from cycles that are reminiscent of the deterministic nature and extend the exploration. Here, we report an analytical model and numerical studies of the influence of the temperature and the critical memory in the exploration of one-dimensional disordered systems.
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Consider a one-dimensional environment with N randomly distributed sites. An agent explores this random medium moving deterministically with a spatial memory μ. A crossover from local to global exploration occurs in one dimension at a well-defined memory value μ1=log2N. In its stochastic version, the dynamics is ruled by the memory and by temperature T, which affects the hopping displacement. This dynamics also shows a crossover in one dimension, obtained computationally, between exploration schemes, characterized yet by the trajectory size (Np) (aging effect). In this paper we provide an analytical approach considering the modified stochastic version where the parameter T plays the role of a maximum hopping distance. This modification allows us to obtain a general analytical expression for the crossover, as a function of the parameters μ, T, and Np. Differently from what has been proposed by previous studies, we find that the crossover occurs in any dimension d. These results have been validated by numerical experiments and may be of great value for fixing optimal parameters in search algorithms. © 2013 American Physical Society.
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Complex networks have attracted increasing interest from various fields of science. It has been demonstrated that each complex network model presents specific topological structures which characterize its connectivity and dynamics. Complex network classification relies on the use of representative measurements that describe topological structures. Although there are a large number of measurements, most of them are correlated. To overcome this limitation, this paper presents a new measurement for complex network classification based on partially self-avoiding walks. We validate the measurement on a data set composed by 40000 complex networks of four well-known models. Our results indicate that the proposed measurement improves correct classification of networks compared to the traditional ones. (C) 2012 American Institute of Physics. [http://dx.doi.org/10.1063/1.4737515]
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Recently there has been a considerable interest in dynamic textures due to the explosive growth of multimedia databases. In addition, dynamic texture appears in a wide range of videos, which makes it very important in applications concerning to model physical phenomena. Thus, dynamic textures have emerged as a new field of investigation that extends the static or spatial textures to the spatio-temporal domain. In this paper, we propose a novel approach for dynamic texture segmentation based on automata theory and k-means algorithm. In this approach, a feature vector is extracted for each pixel by applying deterministic partially self-avoiding walks on three orthogonal planes of the video. Then, these feature vectors are clustered by the well-known k-means algorithm. Although the k-means algorithm has shown interesting results, it only ensures its convergence to a local minimum, which affects the final result of segmentation. In order to overcome this drawback, we compare six methods of initialization of the k-means. The experimental results have demonstrated the effectiveness of our proposed approach compared to the state-of-the-art segmentation methods.
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Dynamic texture is a recent field of investigation that has received growing attention from computer vision community in the last years. These patterns are moving texture in which the concept of selfsimilarity for static textures is extended to the spatiotemporal domain. In this paper, we propose a novel approach for dynamic texture representation, that can be used for both texture analysis and segmentation. In this method, deterministic partially self-avoiding walks are performed in three orthogonal planes of the video in order to combine appearance and motion features. We validate our method on three applications of dynamic texture that present interesting challenges: recognition, clustering and segmentation. Experimental results on these applications indicate that the proposed method improves the dynamic texture representation compared to the state of the art.
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In this paper, we prove that a self-avoiding walk of infinite length provides a structure that would resolve Olbers' paradox. That is, if the stars of a universe were distributed like the vertices of an infinite random walk with each segment length of about a parsec, then the night sky could be as dark as actually observed on the Earth. Self-avoiding random walk structure can therefore resolve the Olbers' paradox even in a static universe.
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In this paper, we present a study on a deterministic partially self-avoiding walk (tourist walk), which provides a novel method for texture feature extraction. The method is able to explore an image on all scales simultaneously. Experiments were conducted using different dynamics concerning the tourist walk. A new strategy, based on histograms. to extract information from its joint probability distribution is presented. The promising results are discussed and compared to the best-known methods for texture description reported in the literature. (C) 2009 Elsevier Ltd. All rights reserved.
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Consider a random medium consisting of N points randomly distributed so that there is no correlation among the distances separating them. This is the random link model, which is the high dimensionality limit (mean-field approximation) for the Euclidean random point structure. In the random link model, at discrete time steps, a walker moves to the nearest point, which has not been visited in the last mu steps (memory), producing a deterministic partially self-avoiding walk (the tourist walk). We have analytically obtained the distribution of the number n of points explored by the walker with memory mu=2, as well as the transient and period joint distribution. This result enables us to explain the abrupt change in the exploratory behavior between the cases mu=1 (memoryless walker, driven by extreme value statistics) and mu=2 (walker with memory, driven by combinatorial statistics). In the mu=1 case, the mean newly visited points in the thermodynamic limit (N >> 1) is just < n >=e=2.72... while in the mu=2 case, the mean number < n > of visited points grows proportionally to N(1/2). Also, this result allows us to establish an equivalence between the random link model with mu=2 and random map (uncorrelated back and forth distances) with mu=0 and the abrupt change between the probabilities for null transient time and subsequent ones.
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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In this paper,we present a novel texture analysis method based on deterministic partially self-avoiding walks and fractal dimension theory. After finding the attractors of the image (set of pixels) using deterministic partially self-avoiding walks, they are dilated in direction to the whole image by adding pixels according to their relevance. The relevance of each pixel is calculated as the shortest path between the pixel and the pixels that belongs to the attractors. The proposed texture analysis method is demonstrated to outperform popular and state-of-the-art methods (e.g. Fourier descriptors, occurrence matrix, Gabor filter and local binary patterns) as well as deterministic tourist walk method and recent fractal methods using well-known texture image datasets.
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Румен Руменов Данговски, Калина Христова Петрова - Разглеждаме броя на несамопресичащите се разходки с фиксирана дължина върху целочислената решетка. Завършваме анализа върху случая за лента, с дължина едно. Чрез комбинаторни аргументи получаваме точна формула за броя на разходките върху лента, ограничена отляво и отдясно. Формулата я изследваме и асимптотично.
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A general method to find, in a systematic way, efficient Monte Carlo cluster dynamics among the avast class of dynamics introduced by Kandel et al. [Phys. Rev. Lett. 65, 941 (1990)] is proposed. The method is successfully applied to a class of frustrated two-dimensional Ising systems. In the case of the fully frustrated model, we also find the intriguing result that critical clusters consist of self-avoiding walk at the theta point.