Chia-Ming Cheng

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In this paper, a new algorithm is developed for recovering the large disocclusion regions in depth image based rendering (DIBR) systems on 3DTV. For the DIBR systems, undesirable artifacts occur in the disocclusion regions by using the conventional view synthesis techniques especially with large baseline. Three techniques are proposed to improve the view(More)
The estimation of fundamental matrix from two-view images has been an important topic of research in 3D computer vision. In this paper, we present an improved robust algorithm for fundamental matrix estimation via modification of the RANSAC algorithm. The proposed algorithm is based on constructing a voting array for all the point correspondence pairs to(More)
In this paper, we propose a novel self image rectification algorithm for uncalibrated stereo video sequences. Different from conventional stereo systems, this algorithm performs adaptive calibration that allows unequal motions and zooming effects in both cameras. For the first stereo frame, we estimate a reduced set of camera parameters through a nonlinear(More)
In this paper, we propose a robust algorithm for 3D object pose estimation from a single 2D image. The proposed pose estimation algorithm is based on modifying the traditional image projection error function to a sum of squared image projection errors weighted by their associated distances. By using an Euler angle representation, we formulate the energy(More)
On-line task scheduling is a very challenging issue for dual-core real-time embedded systems, because to control priority inversion and to manage system utilization are fundamentally at odds with each other. We propose an on-line dual-core scheduling framework for dynamic workloads with real-time constraints. The processor and the co-processor are dedicated(More)
In this paper, we present a novel tree-based dynamic programming (TDP) algorithm for efficient stereo reconstruction. We employ the geodesic distance transformation for tree construction, which results in sound image over-segmentation and can be easily parallelized on graphic processing unit (GPU). Instead of building a single tree to convey message in(More)