Jérôme Darbon

Person authentication based on hand shape

By Erdem Yoruk, Ender Konukoglu, Bulent Sankur, Jérôme Darbon

2004-09-01

In Proceedings of 12th european signal processing conference (EUSIPCO)

Abstract

The problem of person identification based on their hand images has been addressed. The system is based on the images of the right hands of the subjects, captured by a flatbed scanner in an unconstrained pose. In a preprocessing stage of the algorithm, the silhouettes of hand images are registered to a fixed pose, which involves both rotation and translation of the hand and, separately, of the individual fingers. Independent component features of the hand silhouette images are used for recognition. The classification performance is found to be very satisfactory and it was shown that, at least for groups of one hundred subjects, hand-based recognition is a viable secure access control scheme.

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Unified texture management for arbitrary meshes

Abstract

Video games and simulators commonly use very detailed textures, whose cumulative size is often larger than the GPU memory. Textures may be loaded progressively, but dynamically loading and transferring this large amount of data in GPU memory results in loading delays and poor performance. Therefore, managing texture memory has become an important issue. While this problem has been (partly) addressed early for the specific case of terrain rendering, there is no generic texture management system for arbitrary meshes. We propose such a system, implemented on today’s GPUs, which unifies classical solutions aimed at reducing memory transfer: progressive loading, texture compression, and caching strategies. For this, we introduce a new algorithm – running on GPU – to solve the major difficulty of detecting which parts of the texture are required for rendering. Our system is based on three components manipulating a tile pool which stores texture data in GPU memory. First, the Texture Load Map determines at every frame the appropriate list of texture tiles (i.e. location and MIP-map level) to render from the current viewpoint. Second, the Texture Cache manages the tile pool. Finally, the Texture Producer loads and decodes required texture tiles asynchronously in the tile pool. Decoding of compressed texture data is implemented on GPU to minimize texture transfer. The Texture Producer can also generate procedural textures. Our system is transparent to the user, and the only parameter that must be supplied at runtime is the current viewpoint. No modifications of the mesh are required. We demonstrate our system on large scenes displayed in real time. We show that it achieves interactive frame rates even in low-memory low-bandwidth situations.

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Generic algorithmic blocks dedicated to image processing

By Jérôme Darbon, Thierry Géraud, Patrick Bellot

2004-03-10

In Proceedings of the ECOOP workshop for PhD students

Abstract

This paper deals with the implementation of algorithms in the specific domain of image processing. Although many image processing libraries are available, they generally lack genericity and flexibility. Many image processing algorithms can be expressed as compositions of elementary algorithmic operations referred to as blocks. Implementing these compositions is achieved using generic programming. Our solution is compared to previous ones and we demonstrate it on a class image processing algorithms.

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Generic implementation of morphological image operators

By Jérôme Darbon, Thierry Géraud, Alexandre Duret-Lutz

2002-04-01

In Mathematical morphology, proceedings of the 6th international symposium (ISMM)

Abstract

Several libraries dedicated to mathematical morphology exist. But they lack genericity, that is to say, the ability for operators to accept input of different natures —2D binary images, graphs enclosing floating values, etc. We describe solutions which are integrated in Olena, a library providing morphological operators. We demonstrate with some examples that translating mathematical formulas and algorithms into source code is made easy and safe with Olena. Moreover, experimental results show that no extra costs at run-time are induced.

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Color image segmentation based on automatic morphological clustering

By Thierry Géraud, Pierre-Yves Strub, Jérôme Darbon

2001-10-01

In Proceedings of the IEEE international conference on image processing (ICIP)

Abstract

We present an original method to segment color images using a classification in the 3-D color space. In the case of ordinary images, clusters that appear in 3-D histograms usually do not fit a well-known statistical model. For that reason, we propose a classifier that relies on mathematical morphology, and more precisely on the watershed algorithm. We show on various images that the expected color clusters are correctly identified by our method. Last, to segment color images into coherent regions, we perform a Markovian labeling that takes advantage of the morphological classification results.

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Segmentation d’images en couleur par classification morphologique non supervisée

By Thierry Géraud, Pierre-Yves Strub, Jérôme Darbon

2001-05-01

In Proceedings of the international conference on image and signal processing (ICISP)

Abstract

In this paper, we present an original method to segment color images using a classification of the image histogram in the 3D color space. As color modes in natural images usually do not fit a well-known statistical model, we propose a classifier that rely on mathematical morphology and, more particularly, on the watershed algorithm. We show on various images that the expected color modes are correctly identified and, in order to obtain coherent region, we extend the method to make the segmentation contextual.

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Error correcting code performance for watermark protection

By Jérôme Darbon, Bulent Sankur, Henri Maître

2001-01-01

In Proceedings of the 13th symposium SPIE on electronic imaging—-security and watermarking of multimedia contents III (EI27)

Abstract

The watermark signals are weakly inserted in images due to imperceptibility constraints which makes them prone to errors in the extraction stage. Although the error correcting codes can potentially improve their performance one must pay attention to the fact that the watermarking channel is in general very noisy. We have considered the trade-off of the BCH codes and repetition codes in various concatenation modes. At the higher rates that can be encountered in watermarking channels such as due to low-quality JPEG compression, codes like the BCH codes cease being useful. Repetition coding seems to be the last resort at these error rates of 25% and beyond. It has been observed that there is a zone of bit error rate where their concatenation turns out to be more useful. In fact the concatenation of repetition and BCH codes judiciously dimensioned, given the available number of insertion sites and the payload size, achieves a higher reliability level.

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