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Abstract book (pdf) - ICPR 2010

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TuAT6 Dolmabahçe Hall B<br />

Texture Regular Session<br />

Session chair: Theodoridis, Sergios (Univ. of Athens)<br />

09:00-09:20, Paper TuAT6.1<br />

On Adapting Pixel-Based Classification to Unsupervised Texture Segmentation<br />

Melendez, Jaime, Rovira I Virgili Univ.<br />

Puig, Domenec, Univ. Rovira I Virgili<br />

Garcia, Miguel Angel, Autonomous Univ. of Madrid<br />

An inherent problem of unsupervised texture segmentation is the absence of previous knowledge regarding the texture<br />

patterns present in the images to be segmented. A new efficient methodology for unsupervised image segmentation based<br />

on texture is proposed. It takes advantage of a supervised pixel-based texture classifier trained with feature vectors associated<br />

with a set of texture patterns initially extracted through a clustering algorithm. Therefore, the final segmentation is<br />

achieved by classifying each image pixel into one of the patterns obtained after the previous clustering process. Multisized<br />

evaluation windows following a top-down approach are applied during pixel classification in order to improve accuracy.<br />

The proposed technique has been experimentally validated on MeasTex, VisTex and Brodatz compositions, as well<br />

as on complex ground and aerial outdoor images. Comparisons with state-of the-art unsupervised texture segmenters are<br />

also provided.<br />

09:20-09:40, Paper TuAT6.2<br />

Natural Material Recognition with Illumination Invariant Textural Features<br />

Vacha, Pavel, Inst. of Information Theory and Automation<br />

Haindl, Michael, Inst. of Information Theory and Automation<br />

A visual appearance of natural materials fundamentally depends on illumination conditions, which significantly complicates<br />

a real scene analysis. We propose textural features based on fast Markovian statistics, which are simultaneously invariant<br />

to illumination colour and robust to illumination direction. No knowledge of illumination conditions is required and a<br />

recognition is possible from a single training image per material. Material recognition is tested on the currently most realistic<br />

visual representation – Bidirectional Texture Function (BTF), using the Amsterdam Library of Textures (I), which<br />

contains 250 natural materials acquired in different illumination conditions. Our proposed features significantly outperform<br />

several leading alternatives including Local Binary Patterns (LBP, LBP-HF) and Gabor features.<br />

09:40-10:00, Paper TuAT6.3<br />

Gaze-Motivated Compression of Illumination and View Dependent Textures<br />

Filip, Jiri, Inst. of Information Theory and Automation of the AS CR<br />

Haindl, Michael, Inst. of Information Theory and Automation<br />

Chantler, Michael J., Heriot-Watt Univ.<br />

Illumination and view dependent texture provide ample information on the appearance of real materials at the cost of enormous<br />

data storage requirements. Hence, past research focused mainly on compression and modelling of these data, however,<br />

few papers have explicitly addressed the way in which humans perceive these compressed data. We analyzed human<br />

gaze information to determine appropriate texture statistics. These statistics were then exploited in a pilot illumination<br />

and view direction dependent data compression algorithm. Our results showed that taking into account local texture variance<br />

can increase compression of current methods more than twofold, while preserving original realistic appearance and<br />

allowing fast data reconstruction.<br />

10:00-10:20, Paper TuAT6.4<br />

Perceptual Color Texture Code<strong>book</strong>s for Retrieving in Highly Diverse Texture Datasets<br />

Alvarez, Susana, Univ. Rovira I Virgili<br />

Salvetella, Anna, Univ. Autònoma de Barcelona<br />

Vanrell, Maria, Univ. Autònoma de Barcelona<br />

Otazu, Xavier, Univ. Autònoma de Barcelona<br />

Color and texture are visual cues of different nature, their integration in a useful visual descriptor is not an obvious step.<br />

One way to combine both features is to compute texture descriptors independently on each color channel. A second way<br />

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