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216 Uppsatser om Color-vector clustering - Sida 1 av 15
Matting of Natural Image Sequences using Bayesian Statistics
The problem of separating a non-rectangular foreground image from a background image is a classical problem in image processing and analysis, known as matting or keying. A common example is a film frame where an actor is extracted from the background to later be placed on a different background. Compositing of these objects against a new background is one of the most common operations in the creation of visual effects. When the original background is of non-constant color the matting becomes an under determined problem, for which a unique solution cannot be found. This thesis describes a framework for computing mattes from images with backgrounds of non-constant color, using Bayesian statistics.
Vektorkvantisering för kodning och brusreducering
This thesis explores the possibilities of avoiding the issues generally associated with compression of noisy imagery, through the usage of vector quantization. By utilizing the learning aspects of vector quantization, image processing operations such as noise reduction could be implemented in a straightforward way. Several techniques are presented and evaluated. A direct comparison shows that for noisy imagery, vector quantization, in spite of it's simplicity, has clear advantages over MPEG-4 encoding..
Nyckelordssökning : Baserat på Vector Space Model
Då mängden information bara ökar, så ökar även behovet att ha åtkomst till informationen lättillgängligt. Detta skapar då ett behov för ett gränssnitt som kan söka bland informationen. I detta arbete har det undersökts om en implementation av Vector Space Model ger mera relevanta resultat jämfört mot en enklare implementation som inte baseras på Vector Space Model. Sökningen utförs i en relationsdatabas med ett inverterat index, databasen fylls med data ifrån internetforumet Stack Overflow. Genom att bygga en sökmotor som returnerade två olika resultatlistor för varje sökning så fick tio användare testa och utvärdera resultatens relevans.
A comparison between techniques for color grading in games
Color has been significant in visual arts for as long as the art-forms have existed. Still images and movies have long used colors and color grading effects to affect the viewer and characterize the work. In recent years attempts have been made to bring these techniques of stylizing also to interactive games. This dissertation aims to compare two different approaches of performing real-time color grading for games. Focus is put on examining the two ways from a number of different perspectives and from there draw conclusions on advantages and disadvantages of the approaches.
En färgglad studie om spelarbeteenden
This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews that are conducted the conclusion is madethat it is very likely the players choices are affected by the colors in the environment, but it isnot clear to say how they are affected..
Vector Displacement Mapping
Kontext: Displacement Mapping är en teknik som används inom 3D-spel för att skapa detaljrikedom i geometri utan att behöva triangelobjekt bestående av oönskad geometrikomplexitet. Tekniken har även andra användningsområden i 3D-spel, till exempel terränggeometri. Tekniken skänker detaljrikedom genom att i samband med tesselering förskjuta geometri i en normalriktning eller längs annan specificerad riktning. Vector Displacement Mapping är en teknik liknande Displacement Mapping där skillnaden är att Vector Displacement Mapping förskjuter geometri i tre dimensioner. Mål: Syftet med arbetet är utforska Vector Displacement Mapping i sammanhanget 3D-Spel och att antyda att tekniken kan användas i 3D-spel likt Displacement Mapping.
Vector Displacement Mapping
Kontext: Displacement Mapping är en teknik som används inom 3D-spel för att
skapa detaljrikedom i geometri utan att behöva triangelobjekt bestående av
oönskad geometrikomplexitet. Tekniken har även andra användningsområden i
3D-spel, till exempel terränggeometri. Tekniken skänker detaljrikedom genom att
i samband med tesselering förskjuta geometri i en normalriktning eller längs
annan specificerad riktning. Vector Displacement Mapping är en teknik liknande
Displacement Mapping där skillnaden är att Vector Displacement Mapping
förskjuter geometri i tre dimensioner.
Mål: Syftet med arbetet är utforska Vector Displacement Mapping i sammanhanget
3D-Spel och att antyda att tekniken kan användas i 3D-spel likt Displacement
Mapping. Arbetet jämför Vector Displacement Mapping med Displacement Mapping
för att urskilja skillnader i exekveringstid mellan teknikernas centrala
skillnader.
Färg möter ljus - med inspiration från staden
This project is about color and light and how it affects the atmosphere in the city. I choseto look closer into the central parts of the city, a place where I often feel a lack of lightand color, especially during the winter season. In the beginning of the project I made ananalysis of how intense colors are used in the city and how we can use color as a tool tocreate effectful spaces. Further into the project I chose to look closer into the effects thatare made by the facades, how the light from the windows affects the room outside when the dark falls. At the end of the project I caught a feeling inspired by the city and applied it into an installation of light..
Binär matchning av bilder med hjälp av vektorer från deneuklidiska avståndstransformen
This thesis shows the result from investigations of methods that use distance vectors when matching pictures. The distance vectors are available in a distance map made by the Euclidean Distance Transform. The investigated methods use the two characteristic features of the distance vector when matching pictures, length and direction. The length of the vector is used to calculate a value of how good a match is and the direction of the vector is used to predict a transformation to get a better match. The results shows that the number of calculation steps that are used during a search can be reduced compared to matching methods that only uses the distance during the matching..
Komprimering av testdata för SOC : -En implementation av metoden vector repeat
Sammanfattning:De ökande testdatavolymerna som krävs för att testa moderna System-On-Chip (SOC) bidrar i hög grad till den ökande produktionskostnaden. De stora testdatavolymerna kräver stora och dyra Automatic Test Equipment-minnen (ATE-minnen). För att minska behovet av dessa minnen så har olika komprimeringsmetoder utvecklats.Denna rapport beskriver arbetet med att implementera en given komprimeringsmetod för testdata till SOC. Den metod som används heter vector repeat och den implementeras genom skapandet av ett för ändamålet avsett dataprogrogram. För att vector repeat ska fungera effektivt så förutsätts det att in- och utgångarna på den ATE som används kan delas in i olika portar.
Processanalys vid Color Print Sweden AB med fokusering på prepressavdelningen
This thesis work has introduced process orientation at the printing company Color Print Sweden AB. The outcome ofthis work is a survey of the work flow at the prepress department. To visualise the production process at the companya comprehensive mapping of the main process, order-to-delivery, has been made. The work has detected a couple ofcritical elements in the existing process. These elements are the following: initial check of material delivered to the prepressdepartment as well as the control made of the plotter print-out, digital test print and plate.
Support Vector Machines for Classification applied to Facial Expression Analysis and Remote Sensing
The subject of this thesis is the application of Support Vector Machines on two totally different applications, facial expressions recognition and remote sensing.The basic idea of kernel algorithms is to transpose input data in a higher dimensional space, the feature space, in which linear operations on the data can be processed more easily. These operations in the feature space can be expressed in terms of input data thanks to the kernel functions. Support Vector Machines is a classifier using this kernel method by computing, in the feature space and on basis of examples of the different classes, hyperplanes that separate the classes. The hyperplanes in the feature space correspond to non linear surfaces in the input space.Concerning facial expressions, the aim is to train and test a classifier able to recognise, on basis of some pictures of faces, which emotion (among these six ones: anger, disgust, fear, joy, sad, and surprise) that is expressed by the person in the picture. In this application, each picture has to be seen has a point in an N-dimensional space where N is the number of pixels in the image.The second application is the detection of camouflage nets hidden in vegetation using a hyperspectral image taken by an aircraft.
Filtrering av e-post ? Binär klassifikation med naiv Bayesiansk teknik
In this thesis we compare how different strategies in choosing attribute values affects junk mail filtering. We used two different variants of a naïve Bayesian junk mail filter. The first variant classified an e-mail by comparing it to a feature vector containing all attribute values that were found in junk mails in the part of the e-mail collection we used for training the filter. The second variant compared an e-mail to a feature vector that consisted of the attributes that was found in ten or more junk mails in the part of the e-mail collection we used for training the filter. We used an e-mail collection that consisted of 300 e-mails, 210 of these were junk mails and 90 were legitimate e-mails.
Lumilos
Lumilos is a work investigating the possibilities to use light and color in an interactive design context.
I have explored different light sources and compared them to each other and given a short
description of the history of light and how it has been developed during the industrialization in the western world. I have also investigated what is currently done in the field and summarized that with examples in the categories passive-, colored-, material- and interactive light. The conclusion is that working with interactive color and light is a hard task. There are many different angles to take into account such as personal likings and earlier experiences that is uncontrollable by the designer. Yet there are many possibilities and light is a material that is moldable in many forms.
I have put the knowledge about light and color into practice and developed an interactive light wall that is visualizing energy consumption with the use of different colors of light and animations.
Vitpunktsförskjutningens påverkan på ICC-profiler vid användande av optiska vitmedel
The connection between fluorescence and color management still is a relatively unexplored area. Thefollowing composition analyses the theory that when printing on fluorescent ink jet paper using ICCprofilesa more yellow print will appear. In theory the ICC-profile compensate for blue light that fluorescefrom the paper with the complementary color, yellow. The human eye apprehands this fluorescentlight as white.When categorizing a number of ink jet qualities some tests to indicate change of color in the final printwere made. Five qualities were chosen for further analyses, each with different white point.