Alexander Olegovich Zhirkov
Moscow State University
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Publication
Featured researches published by Alexander Olegovich Zhirkov.
IEEE Transactions on Circuits and Systems for Video Technology | 2004
Leonid Levkovich-Maslyuk; Alexey Ignatenko; Alexander Olegovich Zhirkov; Anton Konushin; Inkyu Park; Mahn-Jin Han; Yuri Matveevich Bayakovski
This paper describes a new family of three-dimensional (3-D) representations for computer graphics and animation, called depth image-based representations (DIBR), which have been adopted into MPEG-4 Part16: Animation Framework eXtension (AFX). Idea of the approach is to build a compact and photorealistic representation of a 3-D object or scene without using polygonal mesh. Instead, images accompanied by depth values for each pixel are used. This type of representation allows us to build and render novel views of objects and scene with an interactive rate. There are many different methods for the image-based rendering with depths, and the DIBR format is designed to efficiently represent the information necessary for such methods. The main formats of the DIBR family are SimpleTexture (an image together with depth array), PointTexture (an image with multiple pixels along each line of sight), and OctreeImage (octree-like data structure together with a set of images containing viewport parameters). In order to store and transmit the DIBR object, we develop a compression algorithm and bitstream format for OctreeImage representation.
international conference on image processing | 2002
Yuri Matveevich Bayakovski; Leonid Levkovich-Maslyuk; Alexey Ignatenko; Anton Konushin; Dmitri Alexandrovich Timasov; Alexander Olegovich Zhirkov; Mahn-Jin Han; In Kyu Park
We describe a novel depth image-based representation (DIBR) that has been adopted into the MPEG-4 animation framework extension (AFX). The idea of this approach is to build a compact representation of a 3D object or scene without storing the geometry information in traditional polygonal form. The main formats of the DIBR family are simple texture (an image together with depth array), point texture (a view of a scene from a single input camera but with multiple pixels along each line of sight), and octree image (octree data structure together with a set of images and their viewport parameters). The designed node specifications and rendering algorithms are addressed. The experimental results show the efficacy and fidelity of the proposed approach.
acm multimedia | 2000
Leonid Levkovich-Maslyuk; Pavel Kalyuzhny; Alexander Olegovich Zhirkov
We present image compression method based on block palletizing. Image block is partitioned into four subsets, and each subset is palletized by 2 or 4 colors from the quasioptimal local palette, constructed for the whole block. Index map for the whole block, being the union of index maps for subsets, is thus only 1 or 2 bits deep, while the local palette may consist of 8 or even 16 colors. The local palette has a specific geometrical configuration in RGB color space, determined by only 2 colors. These two colors are stored explicitly, and the rest are reconstructed at the decompression stage. Compressed block consists, essentially, of the index map, palette description and partition description. This format allows fast access to randomly chosen pixels, and high reconstruction quality for compression ratios from 8 to 12, which is useful for texture storage in 3D graphics applications where real-time decompression is crucial.
Programming and Computer Software | 2003
Alexander Olegovich Zhirkov; Dmitriy N. Kortchagine; Alexey Lukin; Andrey S. Krylov; Yuri Bayakovskii
Currently, various time-frequency representations are often used for sound analysis. These representations, on the one hand, are convenient for visible sensation of sound by a human and, on the other hand, can be used for automatically analyzing sound pictures. In this paper, various methods for representation of sound as two-dimensional time-frequency vectors of a fixed dimension and their use for speech and speaker recognition problems are discussed. Probabilistic, distance-based, and neural-network methods for the recognition of these vectors by examples of separate words are considered. Numerical experiments showed that the best among them is the method based on a three-layer neural network, the short-time Fourier transform, and the two-dimensional wavelet transformation. For the speaker recognition problem, a distance-based recognition method employing the adaptive Hermite transform turned out the best among all.
Archive | 2002
Yuri Matveevich Bayakovski; Man Jin Han; Aleksey Victorovich Ignatenko; Anton Konouchine; Leonid Ivano Levkovich-Maslyuk; In Gyu Park; Dmitri Alexandrovich Timasov; Alexander Olegovich Zhirkov
Archive | 2009
Yuri Matveevich Bayakovski; Mahn-Jin Han; Alexey Ignatenko; Anton Konouchine; Leonid Levkovich-Maslyuk; Inkyu Park; Dmitri Alexandrovich Timasov; Alexander Olegovich Zhirkov; オレゴヴィッチ ジアコヴ アレクサンダー; ヴィクトロヴィッチ イグナチェンコ アレクセイ; コノウチン アントン; アレクザンドロヴィッチ チマソフ ドミトリ; マトヴィヴィッチ バヤコヴィスキ ユーリ; イヴァノビッチ レヴコビッチ−マスリユク レオニド
Archive | 2002
Yuri Matveevich Bayakovski; Mahn-Jin Han; Alexey Ignatenko; Anton Konouchine; Leonid Levkovich-Maslyuk; Inkyu Park; Dmitri Alexandrovich Timasov; Alexander Olegovich Zhirkov
Archive | 2002
Mahn-Jin Han; Alexander Olegovich Zhirkov
Archive | 2002
Mahn-Jin Han; Alexander Olegovich Zhirkov
Archive | 2002
Mahn-Jin Han; Alexander Olegovich Zhirkov