204 research outputs found

    Report on shape analysis and matching and on semantic matching

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    In GRAVITATE, two disparate specialities will come together in one working platform for the archaeologist: the fields of shape analysis, and of metadata search. These fields are relatively disjoint at the moment, and the research and development challenge of GRAVITATE is precisely to merge them for our chosen tasks. As shown in chapter 7 the small amount of literature that already attempts join 3D geometry and semantics is not related to the cultural heritage domain. Therefore, after the project is done, there should be a clear ‘before-GRAVITATE’ and ‘after-GRAVITATE’ split in how these two aspects of a cultural heritage artefact are treated.This state of the art report (SOTA) is ‘before-GRAVITATE’. Shape analysis and metadata description are described separately, as currently in the literature and we end the report with common recommendations in chapter 8 on possible or plausible cross-connections that suggest themselves. These considerations will be refined for the Roadmap for Research deliverable.Within the project, a jargon is developing in which ‘geometry’ stands for the physical properties of an artefact (not only its shape, but also its colour and material) and ‘metadata’ is used as a general shorthand for the semantic description of the provenance, location, ownership, classification, use etc. of the artefact. As we proceed in the project, we will find a need to refine those broad divisions, and find intermediate classes (such as a semantic description of certain colour patterns), but for now the terminology is convenient – not least because it highlights the interesting area where both aspects meet.On the ‘geometry’ side, the GRAVITATE partners are UVA, Technion, CNR/IMATI; on the metadata side, IT Innovation, British Museum and Cyprus Institute; the latter two of course also playing the role of internal users, and representatives of the Cultural Heritage (CH) data and target user’s group. CNR/IMATI’s experience in shape analysis and similarity will be an important bridge between the two worlds for geometry and metadata. The authorship and styles of this SOTA reflect these specialisms: the first part (chapters 3 and 4) purely by the geometry partners (mostly IMATI and UVA), the second part (chapters 5 and 6) by the metadata partners, especially IT Innovation while the joint overview on 3D geometry and semantics is mainly by IT Innovation and IMATI. The common section on Perspectives was written with the contribution of all

    Expanding Dimensionality in Cinema Color: Impacting Observer Metamerism through Multiprimary Display

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    Television and cinema display are both trending towards greater ranges and saturation of reproduced colors made possible by near-monochromatic RGB illumination technologies. Through current broadcast and digital cinema standards work, system designs employing laser light sources, narrow-band LED, quantum dots and others are being actively endorsed in promotion of Wide Color Gamut (WCG). Despite artistic benefits brought to creative content producers, spectrally selective excitations of naturally different human color response functions exacerbate variability of observer experience. An exaggerated variation in color-sensing is explicitly counter to the exhaustive controls and calibrations employed in modern motion picture pipelines. Further, singular standard observer summaries of human color vision such as found in the CIE’s 1931 and 1964 color matching functions and used extensively in motion picture color management are deficient in recognizing expected human vision variability. Many researchers have confirmed the magnitude of observer metamerism in color matching in both uniform colors and imagery but few have shown explicit color management with an aim of minimized difference in observer perception variability. This research shows that not only can observer metamerism influences be quantitatively predicted and confirmed psychophysically but that intentionally engineered multiprimary displays employing more than three primaries can offer increased color gamut with drastically improved consistency of experience. To this end, a seven-channel prototype display has been constructed based on observer metamerism models and color difference indices derived from the latest color vision demographic research. This display has been further proven in forced-choice paired comparison tests to deliver superior color matching to reference stimuli versus both contemporary standard RGB cinema projection and recently ratified standard laser projection across a large population of color-normal observers

    Wize Mirror - a smart, multisensory cardio-metabolic risk monitoring system

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    In the recent years personal health monitoring systems have been gaining popularity, both as a result of the pull from the general population, keen to improve well-being and early detection of possibly serious health conditions and the push from the industry eager to translate the current significant progress in computer vision and machine learning into commercial products. One of such systems is the Wize Mirror, built as a result of the FP7 funded SEMEOTICONS (SEMEiotic Oriented Technology for Individuals CardiOmetabolic risk self-assessmeNt and Self-monitoring) project. The project aims to translate the semeiotic code of the human face into computational descriptors and measures, automatically extracted from videos, multispectral images, and 3D scans of the face. The multisensory platform, being developed as the result of that project, in the form of a smart mirror, looks for signs related to cardio-metabolic risks. The goal is to enable users to self-monitor their well-being status over time and improve their life-style via tailored user guidance. This paper is focused on the description of the part of that system, utilising computer vision and machine learning techniques to perform 3D morphological analysis of the face and recognition of psycho-somatic status both linked with cardio-metabolic risks. The paper describes the concepts, methods and the developed implementations as well as reports on the results obtained on both real and synthetic datasets

    Reconstruction and rendering of time-varying natural phenomena

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    While computer performance increases and computer generated images get ever more realistic, the need for modeling computer graphics content is becoming stronger. To achieve photo-realism detailed scenes have to be modeled often with a significant amount of manual labour. Interdisciplinary research combining the fields of Computer Graphics, Computer Vision and Scientific Computing has led to the development of (semi-)automatic modeling tools freeing the user of labour-intensive modeling tasks. The modeling of animated content is especially challenging. Realistic motion is necessary to convince the audience of computer games, movies with mixed reality content and augmented reality applications. The goal of this thesis is to investigate automated modeling techniques for time-varying natural phenomena. The results of the presented methods are animated, three-dimensional computer models of fire, smoke and fluid flows.Durch die steigende Rechenkapazität moderner Computer besteht die Möglichkeit immer realistischere Bilder virtuell zu erzeugen. Dadurch entsteht ein größerer Bedarf an Modellierungsarbeit um die nötigen Objekte virtuell zu beschreiben. Um photorealistische Bilder erzeugen zu können müssen sehr detaillierte Szenen, oft in mühsamer Handarbeit, modelliert werden. Ein interdisziplinärer Forschungszweig, der Computergrafik, Bildverarbeitung und Wissenschaftliches Rechnen verbindet, hat in den letzten Jahren die Entwicklung von (semi-)automatischen Methoden zur Modellierung von Computergrafikinhalten vorangetrieben. Die Modellierung dynamischer Inhalte ist dabei eine besonders anspruchsvolle Aufgabe, da realistische Bewegungsabläufe sehr wichtig für eine überzeugende Darstellung von Computergrafikinhalten in Filmen, Computerspielen oder Augmented-Reality Anwendungen sind. Das Ziel dieser Arbeit ist es automatische Modellierungsmethoden für dynamische Naturerscheinungen wie Wasserfluss, Feuer, Rauch und die Bewegung erhitzter Luft zu entwickeln. Das Resultat der entwickelten Methoden sind dabei dynamische, dreidimensionale Computergrafikmodelle

    Towards Predictive Rendering in Virtual Reality

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    The strive for generating predictive images, i.e., images representing radiometrically correct renditions of reality, has been a longstanding problem in computer graphics. The exactness of such images is extremely important for Virtual Reality applications like Virtual Prototyping, where users need to make decisions impacting large investments based on the simulated images. Unfortunately, generation of predictive imagery is still an unsolved problem due to manifold reasons, especially if real-time restrictions apply. First, existing scenes used for rendering are not modeled accurately enough to create predictive images. Second, even with huge computational efforts existing rendering algorithms are not able to produce radiometrically correct images. Third, current display devices need to convert rendered images into some low-dimensional color space, which prohibits display of radiometrically correct images. Overcoming these limitations is the focus of current state-of-the-art research. This thesis also contributes to this task. First, it briefly introduces the necessary background and identifies the steps required for real-time predictive image generation. Then, existing techniques targeting these steps are presented and their limitations are pointed out. To solve some of the remaining problems, novel techniques are proposed. They cover various steps in the predictive image generation process, ranging from accurate scene modeling over efficient data representation to high-quality, real-time rendering. A special focus of this thesis lays on real-time generation of predictive images using bidirectional texture functions (BTFs), i.e., very accurate representations for spatially varying surface materials. The techniques proposed by this thesis enable efficient handling of BTFs by compressing the huge amount of data contained in this material representation, applying them to geometric surfaces using texture and BTF synthesis techniques, and rendering BTF covered objects in real-time. Further approaches proposed in this thesis target inclusion of real-time global illumination effects or more efficient rendering using novel level-of-detail representations for geometric objects. Finally, this thesis assesses the rendering quality achievable with BTF materials, indicating a significant increase in realism but also confirming the remainder of problems to be solved to achieve truly predictive image generation

    Hyperspectral Data Acquisition and Its Application for Face Recognition

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    Current face recognition systems are rife with serious challenges in uncontrolled conditions: e.g., unrestrained lighting, pose variations, accessories, etc. Hyperspectral imaging (HI) is typically employed to counter many of those challenges, by incorporating the spectral information within different bands. Although numerous methods based on hyperspectral imaging have been developed for face recognition with promising results, three fundamental challenges remain: 1) low signal to noise ratios and low intensity values in the bands of the hyperspectral image specifically near blue bands; 2) high dimensionality of hyperspectral data; and 3) inter-band misalignment (IBM) correlated with subject motion during data acquisition. This dissertation concentrates mainly on addressing the aforementioned challenges in HI. First, to address low quality of the bands of the hyperspectral image, we utilize a custom light source that has more radiant power at shorter wavelengths and properly adjust camera exposure times corresponding to lower transmittance of the filter and lower radiant power of our light source. Second, the high dimensionality of spectral data imposes limitations on numerical analysis. As such, there is an emerging demand for robust data compression techniques with lows of less relevant information to manage real spectral data. To cope with these challenging problems, we describe a reduced-order data modeling technique based on local proper orthogonal decomposition in order to compute low-dimensional models by projecting high-dimensional clusters onto subspaces spanned by local reduced-order bases. Third, we investigate 11 leading alignment approaches to address IBM correlated with subject motion during data acquisition. To overcome the limitations of the considered alignment approaches, we propose an accurate alignment approach ( A3) by incorporating the strengths of point correspondence and a low-rank model. In addition, we develop two qualitative prediction models to assess the alignment quality of hyperspectral images in determining improved alignment among the conducted alignment approaches. Finally, we show that the proposed alignment approach leads to promising improvement on face recognition performance of a probabilistic linear discriminant analysis approach

    Livrable D2.2 of the PERSEE project : Analyse/Synthese de Texture

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    Livrable D2.2 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D2.2 du projet. Son titre : Analyse/Synthese de Textur
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