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Author |
Gemma Sanchez; Josep Llados; Enric Marti |
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Title |
A string-based method to recognize symbols and structural textures in architectural plans |
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Conference Article |
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Year |
1997 |
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2nd IAPR Workshop on Graphics Recognition |
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This paper deals with the recognition of symbols and struc- tural textures in architectural plans using string matching techniques. A plan is represented by an attributed graph whose nodes represent characteristic points and whose edges represent segments. Symbols and textures can be seen as a set of regions, i.e. closed loops in the graph, with a particular arrangement. The search for a symbol involves a graph matching between the regions of a model graph and the regions of the graph representing the document. Discriminating a texture means a clus- tering of neighbouring regions of this graph. Both procedures involve a similarity measure between graph regions. A string codification is used to represent the sequence of outlining edges of a region. Thus, the simila- rity between two regions is defined in terms of the string edit distance between their boundary strings. The use of string matching allows the recognition method to work also under presence of distortion. |
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Nancy, France |
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DAG; IAM |
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IAM @ iam @ SLE1997 |
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1498 |
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Author |
Josep Llados; Ernest Valveny; Gemma Sanchez; Enric Marti |
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Title |
Symbol recognition: current advances and perspectives |
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Book Chapter |
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Year |
2002 |
Publication |
Graphics Recognition Algorithms And Applications |
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LNCS |
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2390 |
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104-128 |
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The recognition of symbols in graphic documents is an intensive research activity in the community of pattern recognition and document analysis. A key issue in the interpretation of maps, engineering drawings, diagrams, etc. is the recognition of domain dependent symbols according to a symbol database. In this work we first review the most outstanding symbol recognition methods from two different points of view: application domains and pattern recognition methods. In the second part of the paper, open and unaddressed problems involved in symbol recognition are described, analyzing their current state of art and discussing future research challenges. Thus, issues such as symbol representation, matching, segmentation, learning, scalability of recognition methods and performance evaluation are addressed in this work. Finally, we discuss the perspectives of symbol recognition concerning to new paradigms such as user interfaces in handheld computers or document database and WWW indexing by graphical content. |
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London, UK |
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Springer-Verlag |
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Dorothea Blostein and Young- Bin Kwon |
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Lecture Notes in Computer Science |
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3-540-44066-6 |
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GREC |
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DAG; IAM; |
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IAM @ iam @ LVS2002 |
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1572 |
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Author |
Josep Llados; Enric Marti; Juan J.Villanueva |
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Title |
Symbol recognition by error-tolerant subgraph matching between region adjacency graphs |
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Journal Article |
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Year |
2001 |
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IEEE Transactions on Pattern Analysis and Machine Intelligence |
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23 |
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10 |
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1137-1143 |
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The recognition of symbols in graphic documents is an intensive research activity in the community of pattern recognition and document analysis. A key issue in the interpretation of maps, engineering drawings, diagrams, etc. is the recognition of domain dependent symbols according to a symbol database. In this work we first review the most outstanding symbol recognition methods from two different points of view: application domains and pattern recognition methods. In the second part of the paper, open and unaddressed problems involved in symbol recognition are described, analyzing their current state of art and discussing future research challenges. Thus, issues such as symbol representation, matching, segmentation, learning, scalability of recognition methods and performance evaluation are addressed in this work. Finally, we discuss the perspectives of symbol recognition concerning to new paradigms such as user interfaces in handheld computers or document database and WWW indexing by graphical content. |
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DAG;IAM;ISE; |
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IAM @ iam @ LMV2001 |
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1581 |
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Author |
Gemma Sanchez; Josep Llados; Enric Marti |
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Title |
Segmentation and analysis of linial texture in plans |
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Conference Article |
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Year |
1997 |
Publication |
Intelligence Artificielle et Complexité. |
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Structural Texture, Voronoi, Hierarchical Clustering, String Matching. |
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The problem of texture segmentation and interpretation is one of the main concerns in the field of document analysis. Graphical documents often contain areas characterized by a structural texture whose recognition allows both the document understanding, and its storage in a more compact way. In this work, we focus on structural linial textures of regular repetition contained in plan documents. Starting from an atributed graph which represents the vectorized input image, we develop a method to segment textured areas and recognize their placement rules. We wish to emphasize that the searched textures do not follow a predefined pattern. Minimal closed loops of the input graph are computed, and then hierarchically clustered. In this hierarchical clustering, a distance function between two closed loops is defined in terms of their areas difference and boundary resemblance computed by a string matching procedure. Finally it is noted that, when the texture consists of isolated primitive elements, the same method can be used after computing a Voronoi Tesselation of the input graph. |
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Paris, France |
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Paris |
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AERFAI |
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DAG;IAM; |
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IAM @ iam @ SLM1997 |
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1649 |
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Author |
Petia Radeva; Enric Marti |
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An improved model of snakes for model-based segmentation |
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Conference Article |
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1995 |
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Proceedings of Computer Analysis of Images and Patterns |
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515-520 |
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The main advantage of segmentation by snakes consists in its ability to incorporate smoothness constraints on the detected shapes that can occur. Likewise, we propose to model snakes with other properties that reflect the information provided about the object of interest in a different extent. We consider different kinds of snakes, those searching for contours with a certain direction, those preserving an object’s model, those seeking for symmetry, those expanding open, etc. The availability of such a collection of snakes allows not only the more complete use of the knowledge about the segmented object, but also to solve some problems of the existing snakes. Our experiments on segmentation of facial features justify the usefulness of snakes with different properties. |
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CAIP |
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MILAB;IAM |
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IAM @ iam @ RaM1995b |
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1632 |
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Author |
Josep Llados; Horst Bunke; Enric Marti |
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Title |
Finding rotational symmetries by cyclic string matching |
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Journal Article |
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Year |
1997 |
Publication |
Pattern recognition letters |
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PRL |
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18 |
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14 |
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1435-1442 |
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Rotational symmetry; Reflectional symmetry; String matching |
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Symmetry is an important shape feature. In this paper, a simple and fast method to detect perfect and distorted rotational symmetries of 2D objects is described. The boundary of a shape is polygonally approximated and represented as a string. Rotational symmetries are found by cyclic string matching between two identical copies of the shape string. The set of minimum cost edit sequences that transform the shape string to a cyclically shifted version of itself define the rotational symmetry and its order. Finally, a modification of the algorithm is proposed to detect reflectional symmetries. Some experimental results are presented to show the reliability of the proposed algorithm |
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Elsevier |
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DAG;IAM; |
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IAM @ iam @ LBM1997a |
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1562 |
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Enric Marti; Debora Gil; Carme Julia |
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A PBL experience in the teaching of Computer Graphics |
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Conference Article |
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2005 |
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EUROGRAPHICS Proceedings |
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5 |
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1 |
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95-103 |
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project-based learning; computer graphics education; Open GL; rendering techniques; computer animation techniques; Graphics packages; Hierarchy and geometric transformations; Animation; Color; shading; shadowing and texture; fractals; hidden line/surface removal; Problem Based Learning |
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Project-Based Learning (PBL) is an educational strategy to improve student’s learning capability that, in recent years, has had a progressive acceptance in undergraduate studies. This methodology is based on solving a problem or project in a student working group. In this way, PBL focuses on learning the necessary tools to correctly find a solution to given problems. Since the learning initiative is transferred to the student, the PBL method promotes students own abilities. This allows a better assessment of the true workload that carries out the student in the subject. It follows that the methodology conforms to the guidelines of the Bologna document, which quantifies the student workload in a subject by means of the European credit transfer system (ECTS). PBL is currently applied in undergraduate studies needing strong practical training such as medicine, nursing or law sciences. Although this is also the case in engineering studies, amazingly, few experiences have been reported. In this paper we propose to use PBL in the educational organization of the Computer Graphics subjects in the Computer Science degree. Our PBL project focuses in the development of a C++ graphical environment based on the OpenGL libraries for visualization and handling of different graphical objects. The starting point is a basic skeleton that already includes lighting functions, perspective projection with mouse interaction to change the point of view and three predefined objects. Students have to complete this skeleton by adding their own functions to solve the project. A total number of 10 projects have been proposed and successfully solved. The exercises range from human face rendering to articulated objects, such as robot arms or puppets. In the present paper we extensively report the statement and educational objectives for two of the projects: solar system visualization and a chess game. We report our earlier educational experience based on the standard classroom theoretical, problem and practice sessions and the reasons that motivated searching for other learning methods. We have mainly chosen PBL because it improves the student learning initiative. We have applied the PBL educational model since the beginning of the second semester. The student’s feedback increases in his interest for the subject. We present a comparative study of the teachers’ and students’ workload between PBL and the classic teaching approach, which suggests that the workload increase in PBL is not as high as it seems. |
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Dublin; Ireland; September 2005 |
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EUROGRAPHICS |
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IAM;ADAS; |
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IAM @ iam @ MGJ2005 |
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1593 |
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Author |
Enric Marti; Carme Julia; Debora Gil |
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A PBL Experience in the Teaching of Computer Graphics |
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Conference Article |
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2007 |
Publication |
XVII Congreso Español de Informàtica Gráfica |
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25 |
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1 |
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95-103 |
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Project-Based Learning (PBL) is an educational strategy to improve student’s learning capability that, in recent years, has had a progressive acceptance in undergraduate studies. This methodology is based on solving a problem or project in a student working group. In this way, PBL focuses on learning the necessary tools to correctly find a solution to given problems. Since the learning initiative is transferred to the student, the PBL method promotes students own abilities. This allows a better assessment of the true workload that carries out the student in the subject. It follows that the methodology conforms to the guidelines of the Bologna document, which quantifies the student workload in a subject by means of the European credit transfer system (ECTS). PBL is currently applied in undergraduate studies needing strong practical training such as medicine, nursing or law sciences. Although this is also the case in engineering studies, amazingly, few experiences have been reported. In this paper we propose to use PBL in the educational organization of the Computer Graphics subjects in the Computer Science degree. Our PBL project focuses in the development of a C++ graphical environment based on the OpenGL libraries for visualization and handling of different graphical objects. The starting point is a basic skeleton that already includes lighting functions, perspective projection with mouse interaction to change the point of view and three predefined objects. Students have to complete this skeleton by adding their own functions to solve the project. A total number of 10 projects have been proposed and successfully solved. The exercises range from human face rendering to articulated objects, such as robot arms or puppets. In the present paper we extensively report the statement and educational objectives for two of the projects: solar system visualization and a chess game. We report our earlier educational experience based on the standard classroom theoretical, problem and practice sessions and the reasons that motivated searching for other learning methods. We have mainly chosen PBL because it improves the student learning initiative. We have applied the PBL educational model since the beginning of the second semester. The student’s feedback increases in his interest for the subject. We present a comparative study of the teachers’ and students’ workload between PBL and the classic teaching approach, which suggests that the workload increase in PBL is not as high as it seems. |
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Zaragoza; September 2007 |
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CEDI |
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IAM;ADAS; |
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IAM @ iam @ MJG2007a |
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1603 |
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Author |
Enric Marti; Carme Julia; Debora Gil |
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A PBL Experience in the Teaching of Computer Graphics |
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Journal Article |
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Year |
2006 |
Publication |
Computer Graphics Forum |
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CGF |
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25 |
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1 |
Pages |
95-103 |
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Project-Based Learning (PBL) is an educational strategy to improve student’s learning capability that, in recent years, has had a progressive acceptance in undergraduate studies. This methodology is based on solving a problem or project in a student working group. In this way, PBL focuses on learning the necessary tools to correctly find a solution to given problems. Since the learning initiative is transferred to the student, the PBL method promotes students own abilities. This allows a better assessment of the true workload that carries out the student in the subject. It follows that the methodology conforms to the guidelines of the Bologna document, which quantifies the student workload in a subject by means of the European credit transfer system (ECTS). PBL is currently applied in undergraduate studies needing strong practical training such as medicine, nursing or law sciences. Although this is also the case in engineering studies, amazingly, few experiences have been reported. In this paper we propose to use PBL in the educational organization of the Computer Graphics subjects in the Computer Science degree. Our PBL project focuses in the development of a C++ graphical environment based on the OpenGL libraries for visualization and handling of different graphical objects. The starting point is a basic skeleton that already includes lighting functions, perspective projection with mouse interaction to change the point of view and three predefined objects. Students have to complete this skeleton by adding their own functions to solve the project. A total number of 10 projects have been proposed and successfully solved. The exercises range from human face rendering to articulated objects, such as robot arms or puppets. In the present paper we extensively report the statement and educational objectives for two of the projects: solar system visualization and a chess game. We report our earlier educational experience based on the standard classroom theoretical, problem and practice sessions and the reasons that motivated searching for other learning methods. We have mainly chosen PBL because it improves the student learning initiative. We have applied the PBL educational model since the beginning of the second semester. The student’s feedback increases in his interest for the subject. We present a comparative study of the teachers’ and students’ workload between PBL and the classic teaching approach, which suggests that the workload increase in PBL is not as high as it seems. |
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Computer Graphics Forum |
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Computer Vision CenterComputer Science Department Escola Tcnica Superior d’Enginyeria (UAB), Edifi |
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IAM;ADAS; |
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IAM @ iam @ MJG2006a |
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1607 |
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Author |
Josep Llados; Jaime Lopez-Krahe; Enric Marti |
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Title |
A system to understand hand-drawn floor plans using subgraph isomorphism and Hough transform |
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1997 |
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Machine Vision and Applications |
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10 |
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3 |
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150-158 |
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Line drawings – Hough transform – Graph matching – CAD systems – Graphics recognition |
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Presently, man-machine interface development is a widespread research activity. A system to understand hand drawn architectural drawings in a CAD environment is presented in this paper. To understand a document, we have to identify its building elements and their structural properties. An attributed graph structure is chosen as a symbolic representation of the input document and the patterns to recognize in it. An inexact subgraph isomorphism procedure using relaxation labeling techniques is performed. In this paper we focus on how to speed up the matching. There is a building element, the walls, characterized by a hatching pattern. Using a straight line Hough transform (SLHT)-based method, we recognize this pattern, characterized by parallel straight lines, and remove from the input graph the edges belonging to this pattern. The isomorphism is then applied to the remainder of the input graph. When all the building elements have been recognized, the document is redrawn, correcting the inaccurate strokes obtained from a hand-drawn input. |
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DAG;IAM |
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IAM @ iam @ LLM1997a |
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1566 |
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