TY - GEN
T1 - Random walks for interactive alpha-matting
AU - Grady, Leo
AU - Schiwietz, Thomas
AU - Aharon, Shmuel
AU - Westermann, Rüdiger
PY - 2005
Y1 - 2005
N2 - Interactive, efficient, methods of foreground extraction and alpha-matting are of increasing practical importance for digital image editing. Although several new approaches to this problem have recently been developed, many challenges remain. We propose a new technique based on random walks that has the following advantages: First, by leveraging a recent technique from manifold learning theory, we effectively use RGB values to set boundaries for the random walker, even in fuzzy or low-contrast images. Second, the algorithm is straightforward to implement, requires specification of only a single free parameter (set the same for all images), and performs the segmentation and alpha-matting in a single step. Third, the user may locally fine tune the results by interactively manipulating the foreground/background maps. Finally, the algorithm has an inherit parallelism that leads to a particularly efficient implementation via the graphics processing unit (GPU). Our method processes a 1024×1024 image at the interactive speed of 0.5 seconds and, most importantly, produces high-quality results. We show that our algorithm can generate good segmentation and matting results at an interactive rate with minimal user interaction.
AB - Interactive, efficient, methods of foreground extraction and alpha-matting are of increasing practical importance for digital image editing. Although several new approaches to this problem have recently been developed, many challenges remain. We propose a new technique based on random walks that has the following advantages: First, by leveraging a recent technique from manifold learning theory, we effectively use RGB values to set boundaries for the random walker, even in fuzzy or low-contrast images. Second, the algorithm is straightforward to implement, requires specification of only a single free parameter (set the same for all images), and performs the segmentation and alpha-matting in a single step. Third, the user may locally fine tune the results by interactively manipulating the foreground/background maps. Finally, the algorithm has an inherit parallelism that leads to a particularly efficient implementation via the graphics processing unit (GPU). Our method processes a 1024×1024 image at the interactive speed of 0.5 seconds and, most importantly, produces high-quality results. We show that our algorithm can generate good segmentation and matting results at an interactive rate with minimal user interaction.
KW - Alpha matting
KW - General purpose GPU
KW - Image EDITING
KW - Interactive image segmentation
KW - Object extraction
KW - Random walks
UR - http://www.scopus.com/inward/record.url?scp=84887255414&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84887255414
SN - 0889865280
SN - 9780889865280
T3 - Proceedings of the 5th IASTED International Conference on Visualization, Imaging, and Image Processing, VIIP 2005
SP - 423
EP - 429
BT - Proceedings of the 5th IASTED International Conference on Visualization, Imaging, and Image Processing, VIIP 2005
T2 - 5th IASTED International Conference on Visualization, Imaging, and Image Processing, VIIP 2005
Y2 - 7 September 2005 through 9 September 2005
ER -