DSpace Kolekce:http://hdl.handle.net/11025/108442024-03-28T15:30:16Z2024-03-28T15:30:16ZClassification of regions extracted from scene images by morphological filters in text or non-text using decision treeLuz Alves, Wonder AlexandreHashimoto, Ronaldo Fumiohttp://hdl.handle.net/11025/108772020-07-02T08:30:01Z2010-01-01T00:00:00ZNázev: Classification of regions extracted from scene images by morphological filters in text or non-text using decision tree
Autoři: Luz Alves, Wonder Alexandre; Hashimoto, Ronaldo Fumio
Editoři: Skala, Václav
Abstrakt: We present in this work a new method to classify regions extracted from scene images by morphological filters in text or nontext
region using a decision tree. Our technique can be divided into three parts. Firstly, we extract a set of regions by a robust
scheme based on morphological filters. Then, after a refinement, a set of text attributes is obtained for each region. In the last
step, a decision tree is built in order to classify them as text or non-text regions. Experiments performed using images from
the ICDAR public dataset show that this method is a good alternative for practical problems involving text location in scene
images.2010-01-01T00:00:00ZLuz Alves, Wonder AlexandreHashimoto, Ronaldo FumioFacial Feature Detection and Tracking with a 3D ConstrainedYu, MengTiddeman, Bernard P.http://hdl.handle.net/11025/108762020-07-02T08:30:01Z2010-01-01T00:00:00ZNázev: Facial Feature Detection and Tracking with a 3D Constrained
Autoři: Yu, Meng; Tiddeman, Bernard P.
Editoři: Skala, Václav
Abstrakt: In this paper, we describe a system for facial feature detection and tracking using a 3D extension of the Constrained Local Model
(CLM) [Cris 06, Cris 08] algorithm. The use of a 3D shape model allows improved tracking through large head rotations. CLM
uses a joint shape and texture appearance model to generate a set of region template detectors. A search is then performed in
the global pose / shape space using these detectors. The proposed extension uses multiple appearance models from different
viewpoints and a single 3D shape model. During fitting or tracking the current estimate of pose is used to select the appropriate
appearance model. We demonstrate our results by fitting the model to image sequences with large head rotations. The results
show that the proposed 3D constrained local model algorithm improves the performance of the original CLM algorithm for
videos with large out-of-plane head rotations.2010-01-01T00:00:00ZYu, MengTiddeman, Bernard P.Modeling with Subdivision SurfacesUllrich, T.Schiefer, A.Fellner, D. W.http://hdl.handle.net/11025/108742020-07-02T08:30:01Z2010-01-01T00:00:00ZNázev: Modeling with Subdivision Surfaces
Autoři: Ullrich, T.; Schiefer, A.; Fellner, D. W.
Editoři: Skala, Václav
Abstrakt: Subdivision surfaces are an established modeling tool in computer graphics and computer-aided design. While the theoretical
foundations of subdivision surfaces are well studied, the correlation between a control mesh and its subdivided limit surface
still has some open-ended questions: Which topology should a control mesh have? Where should control vertices be placed?
A modeler – human or software – is confronted with these questions and has to answer them.
In this paper we analyze four characteristic situations. Each one consists of an analytical reference surface S and several
variants of control meshes Ci. In order to concentrate on the topology of the control meshes, the geometrical positions of their
control vertices have been determined and optimized automatically. As a result we identified the best topology of all Ci to
represent the given surface S. Based on these results we derived heuristics to model with subdivision surfaces. These heuristics
are beneficial for all modelers.2010-01-01T00:00:00ZUllrich, T.Schiefer, A.Fellner, D. W.Simulation of Massive Multibody SystemsTasora, AlessandroNegrut, DanAnitescu, MihaiMazhar, HammadHeyn, Toby Davidhttp://hdl.handle.net/11025/108732020-07-02T08:30:01Z2010-01-01T00:00:00ZNázev: Simulation of Massive Multibody Systems
Autoři: Tasora, Alessandro; Negrut, Dan; Anitescu, Mihai; Mazhar, Hammad; Heyn, Toby David
Editoři: Skala, Václav
Abstrakt: We describe an efficient method for the simulation of complex scenarios with millions of frictional contacts and mechanical
constraints. To this end, the GPU processors of the modern graphic boards are used to solve the differential inclusion problem
that represents the most challenging part of the multi–rigid–body problem. Thank to the massive parallelism offered by GPU
boards, we are able to simulate sand, granular materials, soils and other complex physical scenarios with a large speedup respect
to serial CPU–based algorithms.2010-01-01T00:00:00ZTasora, AlessandroNegrut, DanAnitescu, MihaiMazhar, HammadHeyn, Toby David