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Discrete Wavelet Transform for Watermarking Three-Dimensional Triangular Meshes from a Kinect Sensor
Wibowo, Suryo Adhi,Kim, Eun Kyeong,Kim, Sungshin Korean Institute of Intelligent Systems 2014 INTERNATIONAL JOURNAL of FUZZY LOGIC and INTELLIGE Vol.14 No.4
We present a simple method to watermark three-dimensional (3D) triangular meshes that have been generated from the depth data of the Kinect sensor. In contrast to previous methods, which maintain the shape of 3D triangular meshes and decide the embedding place, requiring calculations of vertices and their neighbors, our method is based on selecting one of the coordinate axes. To maintain shape, we use discrete wavelet transform and constant regularization. We know that the watermarking system needs the information to be embedded; we used a text to provide that information. We used geometry attacks such as rotation, scales, and translation, to test the performance of this watermarking system. Performance parameters in this paper include the vertices error rate (VER) and bit error rate (BER). The results from the VER and BER indicate that using a correction term before the extraction process makes our system robust to geometry attacks.
Implicit Surface Representation of Three-Dimensional Face from Kinect Sensor
Suryo Adhi Wibowo(수료 아드히 워보워),Eun-Kyeong Kim(김은경),Sungshin Kim(김성신) 한국지능시스템학회 2015 한국지능시스템학회논문지 Vol.25 No.4
Kinect sensor has two output data which are produced from red green blue (RGB) sensor and depth sensor, it is called color image and depth map, respectively. Although this device’s prices are cheapest than the other devices for three-dimensional (3D) reconstruction, we need extra work for reconstruct a smooth 3D data and also have semantic meaning. It happened because the depth map, which has been produced from depth sensor usually have a coarse and empty value. Consequently, it can be make artifact and holes on the surface, when we reconstruct it to 3D directly. In this paper, we present a method for solving this problem by using implicit surface representation. The key idea for represent implicit surface is by using radial basis function (RBF) and to avoid the trivial solution that the implicit function is zero everywhere, we need to defined on-surface point and off-surface point. Based on our simulation results using captured face as an input, we can produce smooth 3D face and fill the holes on the 3D face surface, since RBF is good for interpolation and holes filling. Modified anisotropic diffusion is used to produced smoothed surface.
Three-Dimensional Face Point Cloud Smoothing Based on Modified Anisotropic Diffusion Method
Wibowo, Suryo Adhi,Kim, Sungshin Korean Institute of Intelligent Systems 2014 INTERNATIONAL JOURNAL of FUZZY LOGIC and INTELLIGE Vol.14 No.2
This paper presents the results of three-dimensional face point cloud smoothing based on a modified anisotropic diffusion method. The focus of this research was to obtain a 3D face point cloud with a smooth texture and number of vertices equal to the number of vertices input during the smoothing process. Different from other methods, such as using a template D face model, modified anisotropic diffusion only uses basic concepts of convolution and filtering which do not require a complex process. In this research, we used 6D point cloud face data where the first 3D point cloud contained data pertaining to noisy x-, y-, and z-coordinate information, and the other 3D point cloud contained data regarding the red, green, and blue pixel layers as an input system. We used vertex selection to modify the original anisotropic diffusion. The results show that our method has improved performance relative to the original anisotropic diffusion method.
Three-Dimensional Face Point Cloud Smoothing Based on Modified Anisotropic Diffusion Method
Suryo Adhi Wibowo,Sungshin Kim 한국지능시스템학회 2014 INTERNATIONAL JOURNAL of FUZZY LOGIC and INTELLIGE Vol.14 No.2
This paper presents the results of three-dimensional face point cloud smoothing based on a modified anisotropic diffusion method. The focus of this research was to obtain a 3D face point cloud with a smooth texture and number of vertices equal to the number of vertices input during the smoothing process. Different from other methods, such as using a template D face model, modified anisotropic diffusion only uses basic concepts of convolution and filtering which do not require a complex process. In this research, we used 6D point cloud face data where the first 3D point cloud contained data pertaining to noisy x-, y-, and z-coordinate information, and the other 3D point cloud contained data regarding the red, green, and blue pixel layers as an input system. We used vertex selection to modify the original anisotropic diffusion. The results show that our method has improved performance relative to the original anisotropic diffusion method.
Discrete Wavelet Transform for Watermarking Three-Dimensional Triangular Meshes from a Kinect Sensor
Suryo Adhi Wibowo,Eun Kyeong Kim,Sungshin Kim 한국지능시스템학회 2014 INTERNATIONAL JOURNAL of FUZZY LOGIC and INTELLIGE Vol.14 No.4
We present a simple method to watermark three-dimensional (3D) triangular meshes that have been generated from the depth data of the Kinect sensor. In contrast to previous methods, which maintain the shape of 3D triangular meshes and decide the embedding place, requiring calculations of vertices and their neighbors, our method is based on selecting one of the coordinate axes. To maintain shape, we use discrete wavelet transform and constant regularization. We know that the watermarking system needs the information to be embedded; we used a text to provide that information. We used geometry attacks such as rotation, scales, and translation, to test the performance of this watermarking system. Performance parameters in this paper include the vertices error rate (VER) and bit error rate (BER). The results from the VER and BER indicate that using a correction term before the extraction process makes our system robust to geometry attacks.
Collaborative Learning based on Convolutional Features and Correlation Filter for Visual Tracking
Suryo Adhi Wibowo,이한수,김은경,김성신 제어·로봇·시스템학회 2018 International Journal of Control, Automation, and Vol.16 No.1
One of the most important and challenging research topics in the area of computer vision is visual object tracking, which is relevant to many real-world applications. Recently, discriminative correlation filters (DCF) have been demonstrated to overcome the problems in visual object tracking efficiently. So far, only single-resolution feature maps have been utilized in DCF. Owing to this limitation, the potential of DCF has not been exploited. Moreover, convolutional features have demonstrated a better performance for visual tracking than histogram of oriented gradients (HOG) features and color features. Based on these facts, in this paper, we propose collaborative learning based on multi-resolution feature maps for DCF, employing convolutional features. Further, the confidence score, which represents the location of the target object, is selected from various candidates based on certain rules. In addition, the continuous filters are trained to handle the variations of appearance of the target. The extensive experimental results obtained using VOT2015 and OTB-100 benchmark datasets show that the proposed algorithm performs favorably against state-of-the-art tracking algorithms.
Position Coordinate Representation of Flying Arrow and Analysis of Its Performance Indicator
정영상,Suryo Adhi Wibowo,송문재,김성신 제어·로봇·시스템학회 2016 International Journal of Control, Automation, and Vol.14 No.4
In the arrow manufacturing business, the distribution of impact points on a target after a repetitive shootingtest is an important element in assessing arrow performance. The impact points of the arrows shown on shootingpaper serve as crucial indicators when determining arrow performance. However, shooting paper lacks accuracyand requires regular replacement, and the digitization of the relationship among the impact points is a difficult task. Advanced research studies currently focus on the external factors of arrow performance and arrows in-flight vibration,but such studies have neglected to investigate the distribution of impact points because of insufficient methodsof assessing arrow performance and intuitive numerical data. In this paper, we propose a system that can convert theposition of a flying arrow into coordinates and an algorithm that expresses the arrow position coordinates. The precisionof arrow position coordinate measurement system is improved from an initial error of 2.46mm to 0.452mmafter the correction. In addition, we suggest an indicator for the objective assessment of arrow performance usingthe coordinates from the arrow position coordinate measuring system. By analyzing the arrow performance ofmultiple arrows and arrow types, it is possible to select the optimal arrow and arrow model for a designated bowinstalled on the launcher.