are defined according how of the Human Visual Sys-
tem receives and processes the visual information.
The visual information is borne by the “color”, as a
sum of visible frequencies. These electro-magnetic
frequencies are received by the retina, and the color
perceived by the brain depends on the frequency re-
sponse of the rods and cones inside the retina. A user-
friendly way to represent the perceivable colors is the
HSV (Hue, Saturation, Value) colorspace. When one
sees an object, the color information is processed in
the primary visual cortex V1 to extract the color con-
trasts. These contrasts allow higher cortical areas to
extract forms, which may finally be identified by even
higher cortical areas (Buduc, 2012).
Then the HSV works like an interpreter, going
from concrete low-level pieces of information, that is
the electro-magnetic spectrum of the light received,
to abstract high-level semantic concepts (e.g.: “a blue
small car”).
So an object may be identified if there exists a con-
trast between this object and its visual environment,
in terms of colors or the distribution of the colors
(forms) (Landragin, 2004; Baumbach, 2010). In other
words, an object will not be identified, nor detected,
if it has the same colors, and the same forms (spatial
frequency spectrum), as its visual environment.
Even if such a representation of the HSV remains
very simplistic, its level of precision is enough for our
need: it is not to create an exhaustive model of the
HSV to make objects invisible (for the concealment
of distributor boxes, it would indeed be difficult to
maintain them if they cannot be located!), but to re-
duce the visual pollution by giving the “polluants” an
aesthetically more pleasing look. For further infor-
mation, the reader is invited to have a “look” at refer-
ences (Julesz, 1999; Buduc, 2012; Landragin, 2004;
Baumbach, 2010).
2.2 Synthesis of COncealment Two-level
Texture
From our study of the Human Visual System, we
defined two general concealment rules: “having the
same dominant colors” and “having the same domi-
nant forms”. SCOTT is then built around these two
components: computing the colors and the forms
(Julesz, 1999).
To make the concealment texture faithful to the
visual environment it will be placed in, it is synthe-
sized according to a two-level concept, like in the
case of a brick wall: the global aspect of the walls,
as a concatenation of bricks, is its macro-texture. So
the macro-texture (coarse texture) corresponds to the
dominant forms and colors of the concealment tex-
ture. And the local aspect of the wall, that is the de-
tails inside one particular brick, is its micro-texture.
So the micro-texture (fine texture) corresponds to the
secondary colors and forms of the concealment tex-
ture. In other words, the duality macro-texture/micro-
texture can be viewed as the duality global/local ap-
pearance of the texture, depending on the scale con-
sidered.
We have to keep in mind that the purpose of a con-
cealment texture is to be both generic enough to be
placed at different positions in a scene, and accurate
enough to be efficient, at different scales. It is a trade-
off between genericity and efficiency.
So SCOTT computes the concealment texture
from two input models: one model for the macro-
texture (coarse texture) and one model for the micro-
texture (fine texture); SCOTT first computes the
macro-texture and the micro-texture independently,
and then mixes them to synthesize the concealment
texture (Figure 1). For the moment the two input
models are selected manually, then the choice is sub-
jective.
2.2.1 Synthesis of Macro-texture
The macro-texture, i.e. the dominant colors and forms
of the concealment texture, represents the coarse tex-
ture of the concealment texture. The macro-texture
makes the concealment efficient at long distances of
observation. These colors and forms are computed
from the macro-texture model. This model must be
representative of the global aspect that the user wants
the texture of dissimulation to look like. The com-
putation of the macro-texture is divided into 3 steps
(Figure 1):
1. Extracting Dominant Colors. From the L*a*b*
histogram of the macro-texture model, the domi-
nant colors are extracted. The L*a*b* colorspace
has been chosen because it has been designed so
that a Euclidian distance computated inside this
colorspace corresponds to a visual distance. The
number of dominant colors to extract depends
on the colorimetric content of the macro-texture
model.
2. Extracting Dominant Forms. The forms (re-
gions) are extracted using a segmentation of the
pixels of the same model. To do so, we use
a k-means clustering (MacQueen, 1967) process
based on the L*a*b* components of the pixels
of the macro-texture model. The “clustering” ef-
fect in the L*a*b* colorspace is then equivalent
to a segmentation in the image space, since the
forms are perceived by the Human Visual System
as contrasts of colors.
VISAPP2014-InternationalConferenceonComputerVisionTheoryandApplications
258