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150
Recognition-by-components: A theory of human image understanding
- Psychological Review
, 1987
"... The perceptual recognition of objects is conceptualized to be a process in which the image of the input is segmented at regions of deep concavity into an arrangement of simple geometric components, such as blocks, cylinders, wedges, and cones. The fundamental assumption of the proposed theory, recog ..."
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Cited by 550 (8 self)
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The perceptual recognition of objects is conceptualized to be a process in which the image of the input is segmented at regions of deep concavity into an arrangement of simple geometric components, such as blocks, cylinders, wedges, and cones. The fundamental assumption of the proposed theory, recognition-by-components (RBC), is that a modest set of generalized-cone components, called geons (N ^ 36), can be derived from contrasts of five readily detectable properties of edges in a two-dimensional image: curvature, collinearity, symmetry, parallelism, and cotermmation. The detection of these properties is generally invariant over viewing position and image quality and consequently allows robust object perception when the image is projected from a novel viewpoint or is degraded. RBC thus provides a principled account of the heretofore undecided relation between the classic principles of perceptual organization and pattern recognition: The constraints toward regularization (Pragnanz) characterize not the complete object but the object's components. Representational power derives from an allowance of free combinations of the geons. A Principle of Componential Recovery can account for the major phenomena of object recognition: If an arrangement of two or three geons can be recovered from the input, objects can be quickly recognized even when they are occluded, novel, rotated in depth, or extensively degraded. The results from experiments on the perception of briefly presented pictures by human observers provide empirical support for the theory. Any single object can project an infinity of image configura-tions to the retina. The orientation of the object to the viewer can vary continuously, each giving rise to a different two-dimen-sional projection. The object can be occluded by other objects or texture fields, as when viewed behind foliage. The object need not be presented as a full-colored textured image but in-stead can be a simplified line drawing. Moreover, the object can even be missing some of its parts or be a novel exemplar of its
Image analogies
, 2001
"... Figure 1 An image analogy. Our problem is to compute a new “analogous ” image B ′ that relates to B in “the same way ” as A ′ relates to A. Here, A, A ′ , and B are inputs to our algorithm, and B ′ is the output. The full-size images are shown in Figures 10 and 11. This paper describes a new framewo ..."
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Cited by 282 (8 self)
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Figure 1 An image analogy. Our problem is to compute a new “analogous ” image B ′ that relates to B in “the same way ” as A ′ relates to A. Here, A, A ′ , and B are inputs to our algorithm, and B ′ is the output. The full-size images are shown in Figures 10 and 11. This paper describes a new framework for processing images by example, called “image analogies. ” The framework involves two stages: a design phase, in which a pair of images, with one image purported to be a “filtered ” version of the other, is presented as “training data”; and an application phase, in which the learned filter is applied to some new target image in order to create an “analogous” filtered result. Image analogies are based on a simple multiscale autoregression, inspired primarily by recent results in texture synthesis. By choosing different types of source image pairs as input, the framework supports a wide variety of “image filter ” effects, including traditional image filters, such as blurring or embossing; improved texture synthesis, in which some textures are synthesized with higher quality than by previous approaches; super-resolution, in which a higher-resolution image is inferred from a low-resolution source; texture transfer, in which images are “texturized ” with some arbitrary source texture; artistic filters, in which various drawing and painting styles are synthesized based on scanned real-world examples; and texture-by-numbers, in which realistic scenes, composed of a variety of textures, are created using a simple painting interface.
Preattentive texture discrimination with early vision mechanisms
- Journal of the Optical Society of America A
, 1990
"... mechanisms ..."
Contour and Texture Analysis for Image Segmentation
, 2001
"... This paper provides an algorithm for partitioning grayscale images into disjoint regions of coherent brightness and texture. Natural images contain both textured and untextured regions, so the cues of contour and texture differences are exploited simultaneously. Contours are treated in the interveni ..."
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Cited by 233 (27 self)
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This paper provides an algorithm for partitioning grayscale images into disjoint regions of coherent brightness and texture. Natural images contain both textured and untextured regions, so the cues of contour and texture differences are exploited simultaneously. Contours are treated in the intervening contour framework, while texture is analyzed using textons. Each of these cues has a domain of applicability, so to facilitate cue combination we introduce a gating operator based on the texturedness of the neighborhood at a pixel. Having obtained a local measure of how likely two nearby pixels are to belong to the same region, we use the spectral graph theoretic framework of normalized cuts to find partitions of the image into regions of coherent texture and brightness. Experimental results on a wide range of images are shown.
Local features and kernels for classification of texture and object categories: a comprehensive study
- International Journal of Computer Vision
, 2007
"... Recently, methods based on local image features have shown promise for texture and object recognition tasks. This paper presents a large-scale evaluation of an approach that represents images as distributions (signatures or histograms) of features extracted from a sparse set of keypoint locations an ..."
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Cited by 211 (21 self)
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Recently, methods based on local image features have shown promise for texture and object recognition tasks. This paper presents a large-scale evaluation of an approach that represents images as distributions (signatures or histograms) of features extracted from a sparse set of keypoint locations and learns a Support Vector Machine classifier with kernels based on two effective measures for comparing distributions, the Earth Mover’s Distance and the χ 2 distance. We first evaluate the performance of our approach with different keypoint detectors and descriptors, as well as different kernels and classifiers. We then conduct a comparative evaluation with several state-of-the-art recognition methods on four texture and five object databases. On most of these databases, our implementation exceeds the best reported results and achieves comparable performance on the rest. Finally, we investigate the influence of background correlations on recognition performance via extensive tests on the PASCAL database, for which ground-truth object localization information is available. Our experiments demonstrate that image representations based on distributions of local features are surprisingly effective for classification of texture and object images under challenging real-world conditions, including significant intra-class variations and substantial background clutter.
Motion Texture: A Two-Level Statistical Model for Character Motion Synthesis
- ACM Transactions on Graphics
, 2002
"... In this paper, we describe a novel technique, called motion texture, for synthesizing complex human-figure motion (e.g., dancing) that is statistically similar to the original motion captured data. We de- fine motion texture as a set of motion textons and their distribution, which characterize the s ..."
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Cited by 142 (1 self)
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In this paper, we describe a novel technique, called motion texture, for synthesizing complex human-figure motion (e.g., dancing) that is statistically similar to the original motion captured data. We de- fine motion texture as a set of motion textons and their distribution, which characterize the stochastic and dynamic nature of the captured motion. Specifically, a motion texton is modeled by a linear dynamic system (LDS) while the texton distribution is represented by a transition matrix indicating how likely each texton is switched to another. We have designed a maximum likelihood algorithm to learn the motion textons and their relationship from the captured dance motion. The learnt motion texture can then be used to generate new animations automatically and/or edit animation sequences interactively. Most interestingly, motion texture can be manipulated at different levels, either by changing the fine details of a specific motion at the texton level or by designing a new choreography at the distribution level. Our approach is demonstrated by many synthesized sequences of visually compelling dance motion.
Creating efficient codebooks for visual recognition
- In Proceedings of the IEEE International Conference on Computer Vision
, 2005
"... Visual codebook based quantization of robust appearance descriptors extracted from local image patches is an effective means of capturing image statistics for texture analysis and scene classification. Codebooks are usually constructed by using a method such as k-means to cluster the descriptor vect ..."
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Cited by 111 (12 self)
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Visual codebook based quantization of robust appearance descriptors extracted from local image patches is an effective means of capturing image statistics for texture analysis and scene classification. Codebooks are usually constructed by using a method such as k-means to cluster the descriptor vectors of patches sampled either densely (‘textons’) or sparsely (‘bags of features ’ based on keypoints or salience measures) from a set of training images. This works well for texture analysis in homogeneous images, but the images that arise in natural object recognition tasks have far less uniform statistics. We show that for dense sampling, k-means over-adapts to this, clustering centres almost exclusively around the densest few regions in descriptor space and thus failing to code other informative regions. This gives suboptimal codes that are no better than using randomly selected centres. We describe a scalable acceptance-radius based clusterer that generates better codebooks and study its performance on several image classification tasks. We also show that dense representations outperform equivalent keypoint based ones on these tasks and that SVM or Mutual Information based feature selection starting from a dense codebook further improves the performance. 1.
Recognizing Surfaces Using Three-Dimensional Textons
, 1999
"... We study the recognition of surfaces made from different materials such as concrete, rug, marble or leather on the basis of their textural appearance. Such natural textures arise from spatial variation of two surface attributes: (1) reflectance and (2) surface normal. In this paper, we provide a uni ..."
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Cited by 84 (3 self)
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We study the recognition of surfaces made from different materials such as concrete, rug, marble or leather on the basis of their textural appearance. Such natural textures arise from spatial variation of two surface attributes: (1) reflectance and (2) surface normal. In this paper, we provide a unified model to address both these aspects of natural texture. The main idea is to construct a vocabulary of prototype tiny surface patches with associated local geometric and photometric properties. We call these 3D textons. Examples might be ridges, grooves, spots or stripes or combinations thereof. Associated with each texton is an appearance vector, which characterizes the local irradiance distribution, represented as a set of linear Gaussian derivative filter outputs, under different lighting and viewing conditions. Given a large collection of images of different materials, a clustering approach is used to acquire a small (on the order of 100) 3D texton vocabulary. Given a few (1 to 4) ...
Semantic Texton Forests for Image Categorization and Segmentation
"... We propose semantic texton forests, efficient and powerful new low-level features. These are ensembles of decision trees that act directly on image pixels, and therefore do not need the expensive computation of filter-bank responses or local descriptors. They are extremely fast to both train and tes ..."
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Cited by 72 (6 self)
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We propose semantic texton forests, efficient and powerful new low-level features. These are ensembles of decision trees that act directly on image pixels, and therefore do not need the expensive computation of filter-bank responses or local descriptors. They are extremely fast to both train and test, especially compared with k-means clustering and nearest-neighbor assignment of feature descriptors. The nodes in the trees provide (i) an implicit hierarchical clustering into semantic textons, and (ii) an explicit local classification estimate. Our second contribution, the bag of semantic textons, combines a histogram of semantic textons over an image region with a region prior category distribution. The bag of semantic textons is computed over the whole image for categorization, and over local rectangular regions for segmentation. Including both histogram and region prior allows our segmentation algorithm to exploit both textural and semantic context. Our third contribution is an image-level prior for segmentation that emphasizes those categories that the automatic categorization believes to be present. We evaluate on two datasets including the very challenging VOC 2007 segmentation dataset. Our results significantly advance the state-of-the-art in segmentation accuracy, and furthermore, our use of efficient decision forests gives at least a five-fold increase in execution speed.
Textons, contours and regions: Cue integration in image segmentation
- In International Conference on Computer Vision
, 1999
"... This paper makes two contributions. It provides (1) an operational definition of textons, the putative elementary units of texture perception, and (2) an algorithm for partitioning the image into disjoint regions of coherent brightness and texture, where boundaries of regions are defined by peaks in ..."
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Cited by 68 (6 self)
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This paper makes two contributions. It provides (1) an operational definition of textons, the putative elementary units of texture perception, and (2) an algorithm for partitioning the image into disjoint regions of coherent brightness and texture, where boundaries of regions are defined by peaks in contour orientation energy and differences in texton densities across the contour. Julesz introduced the term texton, analogous to a phoneme in speech recognition, but did not provide an operational definition for gray-level images. Here we re-invent textons as frequently co-occurring combinations of oriented linear filter outputs. These can be learned using a K-means approach. By mapping each pixel to its nearest texton, the image can be analyzed into texton channels, each of which is a point set where discrete techniques such as Voronoi diagrams become applicable. Local histograms of texton frequencies can be used with a � test for significant differences to find texture boundaries. Natural images contain both textured and untextured regions, so we combine this cue with that of the presence of peaks of contour energy derived from outputs of odd- and even-symmetric oriented Gaussian derivative filters. Each of these cues has a domain of applicability, so to facilitate cue combination we introduce a gating operator based on a statistical test for isotropy of Delaunay neighbors. Having obtained a local measure of how likely two nearby pixels are to belong to the same region, we use the spectral graph theoretic framework of normalized cuts to find partitions of the image into regions of coherent texture and brightness. Experimental results on a wide range of images are shown. 1

