Retargeting methods present content on arbitrary aspect ratio me- dia displays limiting distortions in relevant objects. This is done by means of applying non-homogeneous resizing operators across the whole media, constraining it to fit into the required size. Several succesful systems have been proposed to achieve image retargeting, while video retargeting is still challenging due to time consistency and computational complexity requirements. Two important con- tributes were proposed: non-homogeneous retargeting [Wolf et al. 2007] and improved seam-carving [Rubinstein et al. 2008]. The first one claims to achieve real-time performance but considers spa- tial coordinates separately. The latter do preserve media structure, but sometimes introduces artifacts and does not provide real-time performance. In addition it is not designed for streaming purposes. We show how a physical simulation solves the retargeting problem and the relative issues, such as time consistence, reporting how this is feasible in real-time. Moreover, at each step the system consid- ers only two consequent frames, being able to deal with streaming media.

Gallea, R., Ardizzone, E., Pirrone, R. (2012). Physical simulation for real-time image/video retargeting. In Proc. of the Special Interest Group on Computer Graphics and Interactive Techniques Conference (SIGGRAPH 2012). ACM.

Physical simulation for real-time image/video retargeting

GALLEA, Roberto;ARDIZZONE, Edoardo;PIRRONE, Roberto
2012-01-01

Abstract

Retargeting methods present content on arbitrary aspect ratio me- dia displays limiting distortions in relevant objects. This is done by means of applying non-homogeneous resizing operators across the whole media, constraining it to fit into the required size. Several succesful systems have been proposed to achieve image retargeting, while video retargeting is still challenging due to time consistency and computational complexity requirements. Two important con- tributes were proposed: non-homogeneous retargeting [Wolf et al. 2007] and improved seam-carving [Rubinstein et al. 2008]. The first one claims to achieve real-time performance but considers spa- tial coordinates separately. The latter do preserve media structure, but sometimes introduces artifacts and does not provide real-time performance. In addition it is not designed for streaming purposes. We show how a physical simulation solves the retargeting problem and the relative issues, such as time consistence, reporting how this is feasible in real-time. Moreover, at each step the system consid- ers only two consequent frames, being able to deal with streaming media.
Settore ING-INF/05 - Sistemi Di Elaborazione Delle Informazioni
ago-2012
Special Interest Group on Computer Graphics and Interactive Techniques Conference (SIGGRAPH 2012)
Los Angeles, CA, USA
Aug. 5-9 2012
1
http://dl.acm.org/citation.cfm?id=2342896.2342974&coll=DL&dl=GUIDE&CFID=192143188&CFTOKEN=74749653
Gallea, R., Ardizzone, E., Pirrone, R. (2012). Physical simulation for real-time image/video retargeting. In Proc. of the Special Interest Group on Computer Graphics and Interactive Techniques Conference (SIGGRAPH 2012). ACM.
Proceedings (atti dei congressi)
Gallea, R; Ardizzone, E; Pirrone, R
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10447/76926
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