{"title":"An Improved Geometric Deformable Model for Color Image Segmentation","authors":"Shiguo Huang, Mingquan Zhou, Guohua Geng","doi":"10.1109/ICAT.2006.39","DOIUrl":"https://doi.org/10.1109/ICAT.2006.39","url":null,"abstract":"There were some difficulties when applying current geometric deformable models to color image segmentation. In order to solve the problem, different edge detectors are compared, and then CGAC - an improved geometric deformable model is developed by applying a new edge detector from Di Zenzo multivalued geometry of color image to GAC. The experimental results show that when applying GAC channel by channel directly to color image segmentation, different boundaries of the same object represented by zero level sets in different channels can be obtained but they can not be identified which boundary is the exact boundary of object. On the contrary, when the evolution of zero level sets stops by applying CGAC, ideal boundary of object, which coincides with human perception, is obtained","PeriodicalId":133842,"journal":{"name":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134443491","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"MOPCVE: A New CVE Prototype Running on Mobile Phone","authors":"Wenhang Li, J. Gong, Daojun Wang, Mingxiang Huang","doi":"10.1109/ICAT.2006.89","DOIUrl":"https://doi.org/10.1109/ICAT.2006.89","url":null,"abstract":"Recent years have seen the rapid development of mobile technology, and it is really possible for people to implement collaborative work on mobile instruments. This paper aims to explore the design and implementation of a multi-participant oriented, avatar-based, 3-dimentional CVE running on mobile network and mobile instruments. The paper presents solutions to data transmission restriction, computation limitation, and 3D display limitation for developing mobile CVE system. Key technologies such as connection keeping, scene data management, and custom protocols are scrutinized. A prototype system of mobile CVE, called mobile phone collaborative virtual environment (MOPCVE), is developed with Java ME, Java ME 3D in this study. Mobile CVE is promising to be a new collaborative working mode, whose future possible typical applications may include immersive collaborative mobile phone game, immersive mobile meeting/education, collaborative field investigation and integration with Internet CVE.","PeriodicalId":133842,"journal":{"name":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132158823","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pose-Dependent Level of Detail Model for Animated Grids","authors":"Tianding Chen, Xianli Xu","doi":"10.1109/ICAT.2006.98","DOIUrl":"https://doi.org/10.1109/ICAT.2006.98","url":null,"abstract":"3D animation is now very popular in the movies and games. Since 3D animation in game is usually performed in real-time, complex models created by artist are often simplified to models of low polygon count. While many simplification methods have been proposed for static models, very few methods are available for the deformable grids. Current simplification methods for deformable grids are either computationally expensive or incapable of producing satisfactory results. In this paper, it proposes an efficient pose-dependent level of detail frame work for deformable grids. Its approach consists of two stages. The first stage preprocesses all costly computation steps and for each frame generates a simplified grid using a common vertex hierarchy. The second stage generates in-between grids between two consecutive key frames via connectivity blending and geometry interpolation. Results have showed that the proposed method is able to efficiently generate smooth transition between two pose-dependent grids, while requiring very little extra data storage.","PeriodicalId":133842,"journal":{"name":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133607179","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Virtual Clone Fish Experiment","authors":"Qian Xu, Wenyon Wang, Shaochun Zhong, Xiao-Lin Quan, Qingrong Zhang, Ying Liang","doi":"10.1109/ICAT.2006.143","DOIUrl":"https://doi.org/10.1109/ICAT.2006.143","url":null,"abstract":"A virtual clone fish experimental system is designed and set up. The system simulates the clone fish experiment process using the technique of virtual reality based on behavior model. Through the experiment, users can further observe the results and make conclusion more conveniently and quickly. The virtual clone fish experiment can reduce unnecessary waste caused in a reality clone fish experiment and its long waiting process, and save a quantity of time for users. The paper also discusses the application of virtual reality technique in the area of artificial life, and its experiment development and application.","PeriodicalId":133842,"journal":{"name":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121082220","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Modelling Nonrigid Object from Video Sequence Based on Power Factorization","authors":"G. Wang, Guoqiang Sun, Xingtang Li, Shewei Wang","doi":"10.1109/ICAT.2006.88","DOIUrl":"https://doi.org/10.1109/ICAT.2006.88","url":null,"abstract":"Recovering the 3D structure and motion of nonrigid object from a monocular image sequence is an important and difficult task in computer vision. Many previous methods on this problem utilize the extension technique of SVD factorization based on rank constraint to the tracking matrix. In this paper, we propose a constrained power factorization (CPF) algorithm that combines the orthonormal constraint and the replicated block structure of the motion matrix directly into the iterations. The proposed algorithm overcomes the limitations of previous SVD based methods. It is easy to implement and can even cope with the tracking matrix with missing data. Based on the solutions of the CPF, a novel sequential factorization technique is proposed to recover the shape and motion of new frames in realtime. Extensive experiments on synthetic data and real sequences validate the effectiveness of the algorithm and show noticeable improvements over the previous methods.","PeriodicalId":133842,"journal":{"name":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126951221","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Skeleton-Based Surface Reconstruction for Visualizing Plant Roots","authors":"Xuhong Tian, Guoqiang Han, Maozi Chen, Zhiyuan Situ","doi":"10.1109/ICAT.2006.117","DOIUrl":"https://doi.org/10.1109/ICAT.2006.117","url":null,"abstract":"In this paper, we present a skeleton-based triangular surface reconstruction method for visualizing plant roots. The proposed method models plant roots as generalized cylinders. A generalized cylinder is constructed by sweeping a two-dimensional cross section along an axis in three-dimensional space. In order to efficiently construct a generalized cylinder, all the cross sections are first generated and sampled in the xy plane, and then they are rotated and translated into three-dimensional space. This technique also simplifies triangular surface construction. The computational advantage of the proposed method is demonstrated by experimental results.","PeriodicalId":133842,"journal":{"name":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128705356","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Range Detection Approach in Interactive Virtual Heritage Walkthrough","authors":"M. Sunar, A. Zin, T. Sembok","doi":"10.1109/ICAT.2006.102","DOIUrl":"https://doi.org/10.1109/ICAT.2006.102","url":null,"abstract":"Exploring virtual world will give a memorable experience to the users. Generally, they are expecting smooth navigation with high quality image drawn into their eyes. Nevertheless, when the virtual world is growing simultaneously with the number of objects, the navigation will be detained. Yet, the frame rates can become unacceptable. In this paper, we present and examine range detection approach for view frustum culling to effectively speed-up the interactive virtual heritage project namely Ancient Malacca Virtual Walkthrough. Normal six plane view frustum culling approach use the plane equation to test whether objects is within the visible region. However, range detection approach is different with normal six plane view frustum. It is based on camera referential point and tests the objects if they are in the viewing range. The results show that this approach is able to increase the rendering performance of the virtual walkthrough without sacrificing the visual quality.","PeriodicalId":133842,"journal":{"name":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126024749","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Compound and Robust Algorithm for Ellipse Detection","authors":"Jianfei Mao, Xiong Rong, Weilong Ding","doi":"10.1109/ICAT.2006.7","DOIUrl":"https://doi.org/10.1109/ICAT.2006.7","url":null,"abstract":"Aiming for ellipse detection in complex environment, we propose a compound algorithm. In the scene image that we see everyday, there are usually many corner points and straight lines and it is not practical to use Randomized Hough Transform (RHT) to detect ellipse from such an image, for that the corner points and straight lines everywhere bring numerous noneffective samplings and accumulatings. Aiming at the solution of the problem, we firstly filter noisy points, corner points and straight lines, as many noneffective samplings are eliminated, then we use a compound ellipse detection algorithm to detect ellipse. Firstly use all points of the curve to fit ellipse by least squares and judge if it is the right ellipse, if not, sample five points random from the curve to solve the ellipse parameters, then an effective ellipse fitting rule is proposed to judge whether a point belongs to the solved ellipse. We use the above random sampling and ellipse fitting rule repetitiously to find the most fitting ellipse. In above processing we make full use of the continuity of the edge to sample points random and fit ellipse, as it reduces much more noneffective samplings and accumulatings. Simulation and experiments indicate that this algorithm is more robust and faster than RHT.","PeriodicalId":133842,"journal":{"name":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121696376","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Road Extracting Based on Texture Analysis","authors":"Gu Hui, Lou Jilin, Lu Yaya","doi":"10.1109/ICAT.2006.113","DOIUrl":"https://doi.org/10.1109/ICAT.2006.113","url":null,"abstract":"In this paper, an automatic method for road network extraction from high resolution aerial image is presented, the recommended input is merely the color image. The modified technique, TPA, and a new way of initial road point extraction are applied. The whole method consists of three modules: 1) the first road detection; 2) statistics and fusing; 3) the second road detection, evaluating and completing the final result","PeriodicalId":133842,"journal":{"name":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123413528","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Real-Time Virtual Environment Rendering System","authors":"Hongbin Deng, Yihua Xu, Li Wang","doi":"10.1109/ICAT.2006.26","DOIUrl":"https://doi.org/10.1109/ICAT.2006.26","url":null,"abstract":"In this paper, we describe a rendering system that is capable of capturing and rendering dynamic environments at about 20 fps using a commercially available PC (1.8 GHz single processor) and IEEE 1394 cameras (each with resolution of 320times240). It does not rely on any additional custom hardware. Such a system permits streaming applications that involve real-time view synthesis from multiple cameras, such as 3D teleconferencing or chatting. View synthesis is performed using the closest two cameras, and relies on plane sweeping to produce a photoconsistent virtual image. In addition, an alpha matte is estimated at the virtual view in order to improve the rendering quality at the foreground/background boundaries. We illustrate the performance of our system on several dynamic environment examples.","PeriodicalId":133842,"journal":{"name":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134115852","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}