1. A method of recognizing 3D fingerprints by non-contact optical means, comprising:
a. obtaining an optical non-contact means for capturing fingerprints, such that 3D optical images, selected from a group comprising minutia, forks, endings or any combination thereof are provided;
b. obtaining a plurality of fingerprints wherein the images resolution of said fingerprints is not dependent on the distance between a camera and said inspected finger;
c. correcting the obtained images by mis-focal and blurring restoring;
d. obtaining a plurality of images, preferably 6 to 9 images, in the enrolment phase, under various views and angles;
e. systematically improving the quality of the field depth of said images and the intensity per pixel; and,
f. disengaging higher resolution from memory consumption, such that no additional optical sensor is required.
2. The method according to claim 1, utilizing at least one CMOS camera; said method is being enhanced by a software based package comprising:
a. capturing image with near field lighting and contrast;
b. providing mis-focus and blurring restoration;
c. restoring said images by keeping fixed angle and distance invariance; and,
d. obtaining enrolment phase and cross-storing of a mathematical model of said images.
3. The method according to claim 2 additionally comprising:
a. acquiring frequency mapping of at least a portion of fingerprints regions, by segmenting the initial image in a plurality of regions, and performing a DCT or Fourier Transform;
b. extracting the outer finger contour;
c. evaluating the local blurring degradation by performing at least one local histogram in the frequency domain;
d. increasing blurring arising from a quasi-non spatial phase de-focused intensity image;
e. estimating the impact of said blurring and its relation to the degree of defocusing Circle Of Confusion (COC) in different regions;
f. ray-tracing the image adjacent to the focus length and generating quality criterion based on Optical Precision Difference (OPD);
g. modelizing the Point Spread Function (PSF) and the local relative positions of COC in correlation with the topological shape of the finger; and,
h. restoring the obtained 3D image, preferably using discrete deconvolution, this may involve either inverse filtering andor statistical filtering means.
4. The method according to claim 2 comprising:
a. applying an bio-elastical model of a Newtonian compact body;
b. applying a global convex recovering model; and,
c. applying a stereographic reconstruction by matching means.
5. The method according to claim 3 comprising:
a. building a proximity matrix of two sets of features wherein each element is of a Gaussian-weighted distance; and,
b. performing a singular value decomposition of the correlated proximity G matrix.
6. A method of distinguishing between a finger image captured at the moment of recognition, and an image captured on earlier occasion, further comprising comparing the reflectivity of the images as a function of surrounding light conditions comprising:
a. during enrolment, capturing pictures being in each color channel and mapping selected regions;
b. performing a local histogram on a small region for each channel;
c. setting a response profile, using external lightning modifications for each fingerprint, according to the different color channels and the sensitivity of the camera device;
d. obtaining acceptance or rejection of a candidate, and comparing the spectrum response of a real fingerprint with suspicious ones.
7. The method according to claim 6 comprising inter alia:
a. obtaining a ray tracing means;
b. generating an exit criterion based on an OPD;
c. acquiring pixel OTF related to detector geometry;
d. calculating sampled OTFs and PSFs;
e. calculating digital filter coefficients for chosen processing algorithm based on sampled PSF set;
f. calculating rate operators;
g. processing digital parameters;
h. combining rate merit operands with optical operands; and
i. modifying optical surfaces.
8. A method for improving the ray-tracing properties and pixel redundancies of the images, comprising inter alia:
a. redundancy deconvolution restoring; and
b. determining a numerical aspheric lens, adapted to modelize blurring distortions.
9. A system for identification of fingerprints, comprising:
a. means for capturing images with near field lighting;
b. means for mis-focus and blurring restoration;
c. means for mapping and projecting of obtained images; and,
d. means for acquiring an enrolment phase and obtaining cross-storage of the mathematical model of said images.
The claims below are in addition to those above.
All refrences to claim(s) which appear below refer to the numbering after this setence.
1. A computer implemented method for controlling the display of a tile image on a display of the computer device, the method comprising:
storing in a computer memory at the computer device, image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image;
selecting at random a tile image for display from a plurality of tile images;
determining a location of each mask in the set of predefined masks for forming the selected tile image, in the image texture data; and
supplying an indication of said location to a shader program executed on the computer device to control the shader program to use the set of predefined masks to form the selected tile image on said display.
2. The method of claim 1, wherein each of the predefined masks for forming a tile image has a predefined colour value for a respective portion of the tile image, and the method further comprises querying computer memory of the computer device to determine tint colours to be applied to each of the predefined masks of the selected tile image, and supplying an indication of the determined tint colours to the shader program to adjust the predefined colour value of each of the predefined masks of the selected tile image using the determined tint colours.
3. The method of claim 2, wherein the method further comprises selecting a shade adjustment parameter at random, and using the shade adjustment parameter to adjust at least one of the determined tint colours prior to supply to the shader program, or supplying the shade adjustment parameter to the shader program to adjust at least one of the determined tint colours.
4. The method of claim 2, wherein the code is method is implemented by computer game code executed on the computer device and said tint colours are determined based on a user’s progression in the computer game.
5. The method according to claim 1, wherein each predefined mask comprises image texture data to render a portion of the tile image, wherein a tile image comprises multiple portions.
6. The method according to claim 5, wherein each portion comprises a rectangle having a long side and a short side being a vertical height in the image, the rectangles in a tile image defining strata for composing the image.
7. The method according to claim 6, wherein the method further comprises selecting a vertical scale adjustment parameter at random, and using the vertical scale adjustment parameter to adjust the vertical height of a rectangle onto which the predefined masks are to be mapped by the shader program prior to supply of the rectangle to the shader program, or supplying the vertical scale adjustment parameter to the shader program to adjust the vertical height of a rectangle onto which the predefined masks are to be mapped by the shader program.
8. The method according to claim 1, wherein the image texture data comprises a plurality of overlay pattern tiles for overlaying over the selected tile image, and the method further comprises:
selecting at random overlay pattern tiles from the plurality of pattern tiles;
determining a location of the selected overlay pattern tiles in the image texture data; and
supplying an indication of said location to the shader program to control the shader program to overlay the selected overlay pattern tiles over the selected tile image on said display.
9. The method according to claim 8, wherein the method is implemented by computer game code and the pattern tiles are selected from a set of pattern tiles determined based on a user’s progression in the computer game.
10. The method according to claim 8, wherein the selected overlay patterns are defined by colour values in the image texture data, and the method further comprises selecting a shade adjustment parameter at random, and supplying the shade adjustment parameter to the shader program to adjust the colour values of the selected overlay pattern tiles.
11. The method according to according to claim 8, wherein the overlay pattern tiles are binary images, grayscale images or colour images.
12. The method according to claim 1, further comprising determining at random that the tile image is to be flipped horizontally prior to display, and controlling the shader program to flip the tile image prior to display based on said determination.
13. The method according to claim 4, wherein the image texture data for predefined masks for rendering a portion of the tile image is stored in a respective channel of an image file, wherein each channel stores a plurality of predefined masks for creating that portion of the image, and wherein the set of predefined masks for rendering the tile image comprises a mask from each channel.
14. The method according to claim 13, wherein the image texture data comprises a plurality of pattern tiles for overlaying over the selected tile image, the plurality of pattern tiles stored in a further channel of said image file.
15. The method according to claim 1, wherein the predefined masks are binary images, grayscale images or colour images.
16. The method of claim 13, wherein the channels are of an image file format structured to hold red, green, blue and alpha colour data and adapted to hold image texture data.
17. A computer program product for controlling the display of a tile image on a display of a computer device, the computer program product comprising code embodied on a computer-readable medium and being configured so as when executed on a processor of the computer to:
supply image texture data to a shader program executed on the computer device, the image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image;
select at random a tile image for display from a plurality of tile images;
determine a location of each mask in the set of predefined masks for forming the selected tile, in the image texture data; and
supply an indication of said location to a shader program to control the shader program to use the set of predefined masks to form the selected tile image on said display.
18. A computer device comprising:
a memory adapted to store image texture data;
a display for displaying the images; and
processing components configured to execute game code to a shader program, and carry out the following steps:
storing in the computer memory at the computer device, image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image;
selecting at random a tile image for display from a plurality of tile images;
determining a location of each mask in the set of predefined masks for forming the selected tile image, in the image texture data; and
supplying an indication of said location to the shader program executed on the computer device to control the shader program to use the set of predefined masks to form the selected tile image on said display.
19. A computer device according to claim 18, wherein the processing apparatus comprises a graphical processing unit configured to execute the shader program and a central processing unit configured to execute the game code.
20. A computer device configured to generate and transmit a computer game code package to each of a plurality of user devices, wherein the computer game code package comprises:
a computer program product iconfigured so as when executed on a processor of the computer to:
supply image texture data to a shader program executed on the computer device, the image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image;
select at random a tile image for display from a plurality of tile images;
determine a location of each mask in the set of predefined masks for forming the selected tile, in the image texture data; and
supply an indication of said location to a shader program to control the shader program to use the set of predefined masks to form the selected tile image on said display;
a shader program adapted to be executed on each user device and to receive image texture data from the computer program product and to use a set of predefined masks in the image texture data to form a selected tile image on a display of each user device; and
an image file containing the image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image.
21. A method of producing a tile image to be displayed comprising:
combining a first greyscale image, said first greyscale image having a greyscale value for a first portion of the image, a second greyscale image, said second greyscale image having a greyscale value for second portion of the image, said first portion and second portions separated by a boundary, and a third greyscale image, said third greyscale image having a greyscale value for the boundary;
applying a tint colour to each of the greyscale images, whereby the greyscale value of each image is adjusted by the tint colours;
overlaying over the first, second and third portions of the image a fourth greyscale image, said fourth greyscale image comprising a pattern for the tile.
22. A method according to claim 21, further comprising storing each of the greyscale images in a colour channel.
23. A method according to claim 21, comprising storing greyscale images relating to a plurality of tile images in a colour channel.
24. A method according to claim 23, comprising selecting a tile image for display at random from the plurality of tile images.
25. A method according to claim 21, comprising applying a vertical scale to each tile image.
26. The method of claim 3, wherein the code is method is implemented by computer game code executed on the computer device and said tint colours are determined based on a user’s progression in the computer game.
27. The method of claim 14, wherein the channels are of an image file format structured to hold red, green, blue and alpha colour data and adapted to hold image texture data.