An Efficient Shoe Placement System on Leather Zin Mar Htun, Nang Aye Aye Htwe Abstract— The significant proportion of the manufacturing cost of a pair of shoes is invested in the neutral raw material and so the efficient utilization of the resource is of prime importance. Moreover, it is the most important parts for cutting process in manufacture of leather shoes. This system present a genetic algorithm based cutting strategy for optimizing the placement of shoe components on leather. The image processing and genetic algorithm theories are applied in this system. The images of arbitrary shape leather and the base of the shoe were the input of the system. The output of the system is the placement of the bases of the shoe on the arbitrary shape leather. MATLAB programming language is applied in this system. are recombined (or crossed over) to create new, better, offspring. Examples of GA operators are shown in figure 1. Index Terms— Boundary Detection, Cutting process, Filling, Genetic Algorithm, Morphological operation. I. INTRODUCTION Nowadays, in every domain computerized systems are replacing the traditional human workforce. Among these technologies placement of different sizes of shoes on leather is also done by computerized system with the application of different computing algorithms. Generally in shoe making the cutting process, which is converting the natural resource of tanned leather hides into the number of separate shapes required for the manufacture of shoes, is undertaken manually with part-placement on the skill of the operator. The system investigates the use of a genetic algorithm for computer – aided cutting of shoe components. A genetic algorithm is a type of searching algorithm. It searches a solution space for an optimal solution to a problem. The key characteristic of the genetic algorithm is how the searching is done. Genetic algorithms (GAs) are search methods based on principles of natural selection and genetics [3, 4, 5]. By using Genetic Algorithms the decision variables of a search problem are encode into finite-length strings of alphabets of certain cardinality. Chromosomes are the strings which are candidate solutions to the search problem, the alphabets are referred to as genes and the values of genes are called alleles. GAs works with coding of parameters, rather than the parameters themselves. Selection, recombination, and mutation operators are basic operators in genetic algorithms. Selection methods can be divided into fitness proportionate selection and ordinal selection. Examples of fitness proportionate selection methods are Standard Roulette-Wheel Selection and Stochastic Universal Selection. Tournament selection and truncation selection are ordinal selection. After selection, individuals from the mating pool Zin Mar Htun, Department of Information Technology, Mandalay Technological University, (e-mail: [email protected]). Mandalay, Myanmar,+959428127855, Nang Aye Aye Htwe, Department of Information Technology, Mandalay Technological University, Mandalay, Myanmar, (e-mail: [email protected]).. Fig. 1 Example of Genetic Algorithm Operators In this paper, spatial coordinates of shoes are applied to GA as chromosomes. Random coordinates of images are produced and the parent chromosomes are selected by using fitness function. Two rules are used when selecting fitness function i.e. overlapping and overplacing. Next generation is got by crossover of two parents. After mutation on the obtained offspring, this mutation is replaced in the original chromosome and calculates the fitness value. This process is repeated till it reached the stopping criteria. The remainder of the paper is organized as follows: Section II briefly reviews the prior works on genetic algorithm. The proposed system components are given in Section III. Section IV briefly explains about materials and methods used on the current system. The implementation results of the system are described in Section V and Section VI concludes the research work. II. RELATED WORK This section shows the related works that apply genetic algorithm for different kinds of applications. Henrik Esbensen presented a new genetic algorithm for cell placement problem. The algorithm was based on a generalization of the two-dimensional bin packing problem. The genetic encoding of a macro cell placement and the corresponding genetic operators were described. The algorithm had been tested on MCNC benchmarks, and the quality of the product placements was comparable to the best 1 published results. The limitation of this algorithm is that the current runtime was too extensive [1]. E. Hopper and B. Turton described two genetic algorithms for a rectangular packing problem. Both GAs were hybridised with a heuristic placement algorithm, one of which was the well-known Bottom-Left routine. A second placement method had been developed which overcomes some of the disadvantages of the Bottom-Left rule. The two hybrid genetic algorithms were compared with heuristic placement algorithms. In order to show the effectiveness of the design of the two genetic algorithms, their performance was compared to random search. Since the performance difference between the two hybrids GAs was only due to the improved heuristic, the decoder had a larger effect on the outcome of the hybrid technique than the GA [2]. Glenn Whitwell developed and investigated new approaches for two-dimensional stock cutting problems. Three rectangle packing approaches and two irregular packing approaches were developed and presented within which have produced the best-known solutions for all of the readily available benchmark data drawn from over twenty years of cutting and packing. Further to this, initial benchmark solutions were given for new problem instances that were presented for both variants of the problem. Another major contribution was the development of a no-fit polygon generation algorithm that does not suffer from degenerate cases that are found in other approaches from the literature. Furthermore, the approach was then extended to handle shapes which contain arcs. This was the first no-fit polygon algorithm hat was able to deal with shapes consisting of arcs as well as lines. The developed approaches are able to quickly and accurately pack irregular shapes (lines, arcs and holes) and have produced the best-known solutions on all of the readily available datasets [6]. László Pál proposed a system that used Genetic Algorithm for the two-dimensional Single Large Object Placement Problem (SLOPP) problem. The two-dimensional Single Large Object Placement Problem (SLOPP) problem consisted of determining a cutting pattern of a set of n small rectangular piece types (little object) on a rectangular stock plate (large object) of length and width, as to maximize the sum of the profits of the pieces to be cut. Each piece is characterized by a length, a width, a profit (or weight) and an upper demand value. Only guillotine cuts are allowed and the pieces may be rotated by 90°. In this paper three heuristic algorithms: WDH1, WDH2 and IFFH, were applied to constrained two-dimensional cutting problems and the results were compared [7]. Brian Aldershof and Olivia M. Carducci described a pair of genetic algorithms for solving two stable matching problems. A set of applicants for positions and a set of employers were involved in both stable matching problems. Each applicant and each employer prepared a rank order list of a subset of the actors in the other set. The goal was to find an assignment of applicants to employers in which if applicant a was not assigned to employer b then either a prefers his assignment to b or b prefers its assignment to a. In other words, no applicant/employer pair can both improve their situations by dropping their current assignments in favor of each other. Their goal was to enumerate the stable matchings. An interesting facet of these algorithms was the application of the polyhedral characterization of stable matching problems to their fitness function[8]. III. PROPOSED SYSTEM DESIGN Firstly, image acquisition is carried out for leather and shoe. The original input image to the system is colored jpeg image. Both shoe and leather images are color images. Then these color images are converted to gray images to remove RGB values and get gray image which contains only black and white with two binary values. After converting to gray image, binarization is done to remove unwanted gray values which are used only for knowing whether there is pixel value or not. After that boundary detection is used for selecting the boundary values of shoes. Filling is done with random method. Filling is used to know the area of the image. Finally genetic algorithm is used for shoe placement. The phases used in the system are shown in Figure 2. Start The Image acquisition of Leather and Shoe Gray Image Transformation Binarization Boundary Detection Filling Genetic Algorithm Placement of shoe components on leather End Fig. 2 System flow diagram for Placement of shoe components on leather IV. MATERIALS AND METHODS Different methods of image processing are used in this system. These methods are Color to Gray Conversion, Global Thresholding Method, Inner Border Detection and Genetic Algorithm. A. Color to Gray Conversion The most trivial way to convert a color image to grayscale is to retain and use the luminance component of the color image. An alternative is to compute the colors in the graphic and to 2 assign different levels of gray to all neighboring colors. For converting the RGB image to gray image the transform equation is used: Gray = (0.299*Red+0.5876*Green+0.114*Blue) For example, for an RGB image with the pixel values RGB of 253, 220 and 185 respectively, can be converted into gray image of pixel value of 226 by using this equation. This is shown in figure 3. (b) Threshold image using threshold value T= 250 (a) Original image (b) Gray image Fig. 3 Conversion of RGB image into gray image B. Global Thresholding Method Thresholding is used to obtain the binary value of image. Global thresholding method is used to determine threshold T from the whole image f by the function T(f). In this system, global thresholding is used for binarization after conversion of color to gray image. Thresholding can reduce the storage space as well as provide high processing speed. Binary image g can be got as follows: g(i,j) = 1 for f (i,j) > = T g(i,j) = 0 for f (i,j) < T Where T is the thresholding, g(i,j)=1 for image elements of objects, and g(i,j)=0 for image elements of background. In global thresholding, a single threshold for all the image pixels is used. A global threshold is determined from the whole image f: T = T (f) In this system, the threshold point is set to 250 depending on the gray leather. The values lower than these thresholds are not suitable for achieving the good image. Thresholding example is shown in Figure 4. (a) Gray image (c) Threshold image using threshold value T= 210 Fig. 4 Thresholding with different threshold values C. Inner and Outer Border Detection The shoe is needed to place onto the leather. And placement can be done only when the boundary of shoe and leather is exactly known. Therefore, boundary detection is very important in placement. Boundary detection is also called edge detection because edges typically occur on the boundary between two different regions in an image. It can be used to produce line drawing of a scene from an image of that scene. Boundary detection can be divided into two methods: Inner boundary detection and Outer boundary detection. Inner boundary detection may need to trace outermost pixels of foreground. Outer boundary detection may need to trace innermost pixels of background. Among these two methods the proposed system uses inner boundary detection. D. Genetic Algorithm A genetic algorithm is a type of searching algorithm. It searches a solution space for an optimal solution to a problem. The major phases of Genetic Algorithms are: • Create an initial population of chromosomes • Evaluate each of the chromosomes in the initial population • Select chromosomes that will have their information passed onto the next generation • Crossover the selected chromosomes to produce new offspring chromosomes • Mutate the genes of the offspring chromosomes • Repeat step three through five until a new population of chromosomes has been created 3 • Evaluate each of the chromosomes in the new population • Repeat step three through seven until some termination condition has been meet Operators used in Genetic Algorithm are selection, crossover and mutation. The selection process is analogous to the survival of the fittest in the natural world. Individuals are selected for crossover based upon their fitness values the fitter the individual; the more likely that individual will be able to reproduce. Crossover is the main genetic operator. It operates on two parent individuals and generates an offspring. The crossover combines schemata from both parents, and therefore the offspring inherits some of the characteristics of the parents. The simplest form of crossover consists of choosing a random cut point in the gene strings of the parents and generating the offspring by combining the segment of one parent to the left of the cut point with the segment of the other parent to the right of the cut. Mutation is the primary variation/search operator. Mutation is often the secondary operator in GAs, performed after crossover by randomly choosing a chromosome in the new generation to mutate. One of the most common mutations is the bit-flip mutation. In bitwise mutation, each bit in a binary string is changed (a 0 is converted to 1, and vice versa) with a certain probability, known as the mutation probability. Once the new offspring solutions are created using crossover and mutation, they need to be introduced into the parental population. It is done by replacement. The parent chromosomes have already been selected according to their fitness, so the children are among the fittest in the population and so the population will gradually, on average, increase its fitness. Some of the most common replacement techniques are Delete-all, Steady-state and Steady-state-no-duplicates. Figure 5 shows the flowchart of GA. V. IMPLEMENTATION OF THE SYSTEM This system is placement of shoes using GA implemented using MATLAB. The system includes three main parts: image enhancement, initialization and shoe placement using GA. Firstly, image of leather and shoe are loaded as the input of the system and this is shown in Fig.7. Image enhancement is used as the prior step to initialization. There are two parts in image enhancement: boundary detection and filling. Filling is done to know the area of the image. Initialization is done after image enhancement. And finally genetic algorithm is used to place the shoe components on the leather. Figure 6 shows the main menu of propose system. Fig. 6 Main Menu of Propose System Figure 7 shows the user interface to select leather and shoe for the system. Population Initialization Population Evaluation Stopping Criterion Satisfied? Yes Output Best Solution No Selection Fig. 7 Selected Load Images The images of shoe and leather which is already stored are loaded as input to the system for image enhancement which is boundary detection and filling. This is shown in figure 8. Crossover Mutation Population Evaluation and Updating Fig. 5 Flowchart of Genetic Algorithm The first input to the GA is in the form of bit string and these bit strings are initial population for the genetic algorithm. Then, these initial populations are evaluated for selection till the best individuals are obtained. Fig. 8 Load Leather and Shoe Images 4 Boundary detection is shown in Figure 9. Boundary detection is used to know the boundary of leather and shoe. producing generation. Final output result for shoe placement is shown in Figure 12. Fig. 9 Boundary detection Fig. 12 Placement of shoes using Genetic Algorithm Filling is used to count the pixel values of leather and shoe and to know that whether these values are within the boundary or not while computing the fitness of GA so that the shoes are overlapping or not can be known. This is shown in Figure 10. Fig. 10 Filling The decimal values of the coordinates are converted to binary value to produce chromosomes. In this case, the coordinates of shoes are placed to getrid of beyond the boundary. Initialization result is shown in Figure 11. VI. CONCLUSION The proposed system can be used for the placement of shoe on the arbitrary shape leather. The use of thresholding reduces the storage space, gets high speed and removes unnecessary detail from an image to concentrate on essential. In this system, placement is done with the use of GA based computerized system. . GA can quickly scan a vast solution set and solve problems with multiple solutions so very useful. GA is a method which is very easy to understand and it practically does not demand the knowledge of mathematics. The inductive nature of the GA means that it does not have to know any rules of the problem - it works by its own internal rules. So, human labor cost can be reduced effectively. As the chromosome cannot be reduced or increased, the space between one shoe and another cannot be calculated. All the number of shoes calculated on leather cannot be placed in reality because the shoes are placed by counting the pixel values. For future works, GA can be utilized by combining with other decision making techniques such as neural network, fuzzy logic and hidden Markov model. ACKNOWLEDGMENT Fig. 11 Initialization In genetic algorithm, 4 chromosomes are used to perform four placements of shoes on the leather. In each chromosome, the coordinates of shoes are composed randomly in initialization process of GA. The best placement of shoes on leather is achieved after using genetic algorithm with repeated First of all, the author is grateful to her parents who specially offered strong moral and physical support, care and kindness. The author is deeply thankful to Dr. Nang Aye Aye Htwe, Mandalay Technological University, for her overall supporting during the writing of this paper. The author would like to express her sincere thanks to Dr. Aung Myint Aye, Associate Professor and Head, Department of Information Technology, Mandalay Technological University, for his invaluable guidance and suggestion for this research work. The author would like to thank greatly to all teachers and friends who contributed to their continuous encouragement and instructions. REFERENCES [1] [2] Henrik Esbensen “A Genetic Algorithm for Macro Cell Placement”, 1992 E. Hopper, B. Turton “A Genetic Algorithm for a 2D Industrial Packing Problem”, 1999 5 [3] [4] [5] [6] [7] [8] Goldberg, D. E., 1989b, Genetic Algorithms in Search Optimization and Machine Learning, Addison-Wesley, Reading, MA. Bremermann, H. J., 1958, The evolution of intelligence. The nervous system as a model of its environment, Technical Report No. 1, Department of Mathematics, University of Washington, Seattle, WA. Fraser, A. S., 1957, Simulation of genetic systems by automatic digital computers. II: Effects of linkage on rates under selection, Austral. J. Biol. Sci 10:492–499. Glenn Whitwell, “Novel Heuristic and Metaheuristic Approaches to Cutting and Packing”, September 2004 László Pál , “A Genetic Algorithm for the Two-dimensional Single Large Object Placement Problem”, 2007 Brian Aldershof and Olivia M. Carducci, “Stable Marriage and Genetic Algorithms: A Fertile Union”, 1999 6
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