Using Super-Pixels and Human Probability Map for Automatic Human Subject Segmentation

Esmaeil POURJAM  Daisuke DEGUCHI  Ichiro IDE  Hiroshi MURASE  

Publication
IEICE TRANSACTIONS on Fundamentals of Electronics, Communications and Computer Sciences   Vol.E99-A    No.5    pp.943-953
Publication Date: 2016/05/01
Online ISSN: 1745-1337
DOI: 10.1587/transfun.E99.A.943
Type of Manuscript: PAPER
Category: Image
Keyword: 
human segmentation,  Grab-cut,  super-pixel,  human probability map,  texture map,  

Full Text: PDF>>
Buy this Article



Summary: 
Human body segmentation has many applications in a wide variety of image processing tasks, from intelligent vehicles to entertainment. A substantial amount of research has been done in the field of segmentation and it is still one of the active research areas, resulting in introduction of many innovative methods in literature. Still, until today, a method that can overcome the human segmentation problems and adapt itself to different kinds of situations, has not been introduced. Many of methods today try to use the graph-cut framework to solve the segmentation problem. Although powerful, these methods rely on a distance penalty term (intensity difference or RGB color distance). This term does not always lead to a good separation between two regions. For example, if two regions are close in color, even if they belong to two different objects, they will be grouped together, which is not acceptable. Also, if one object has multiple parts with different colors, e.g. humans wear various clothes with different colors and patterns, each part will be segmented separately. Although this can be overcome by multiple inputs from user, the inherent problem would not be solved. In this paper, we have considered solving the problem by making use of a human probability map, super-pixels and Grab-cut framework. Using this map relives us from the need for matching the model to the actual body, thus helps to improve the segmentation accuracy. As a result, not only the accuracy has improved, but also it also became comparable to the state-of-the-art interactive methods.