2 research outputs found

    A Detail Based Method for Linear Full Reference Image Quality Prediction

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    In this paper, a novel Full Reference method is proposed for image quality assessment, using the combination of two separate metrics to measure the perceptually distinct impact of detail losses and of spurious details. To this purpose, the gradient of the impaired image is locally decomposed as a predicted version of the original gradient, plus a gradient residual. It is assumed that the detail attenuation identifies the detail loss, whereas the gradient residuals describe the spurious details. It turns out that the perceptual impact of detail losses is roughly linear with the loss of the positional Fisher information, while the perceptual impact of the spurious details is roughly proportional to a logarithmic measure of the signal to residual ratio. The affine combination of these two metrics forms a new index strongly correlated with the empirical Differential Mean Opinion Score (DMOS) for a significant class of image impairments, as verified for three independent popular databases. The method allowed alignment and merging of DMOS data coming from these different databases to a common DMOS scale by affine transformations. Unexpectedly, the DMOS scale setting is possible by the analysis of a single image affected by additive noise.Comment: 15 pages, 9 figures. Copyright notice: The paper has been accepted for publication on the IEEE Trans. on Image Processing on 19/09/2017 and the copyright has been transferred to the IEE

    Low Latency Rendering with Dataflow Architectures

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    The research presented in this thesis concerns latency in VR and synthetic environments. Latency is the end-to-end delay experienced by the user of an interactive computer system, between their physical actions and the perceived response to these actions. Latency is a product of the various processing, transport and buffering delays present in any current computer system. For many computer mediated applications, latency can be distracting, but it is not critical to the utility of the application. Synthetic environments on the other hand attempt to facilitate direct interaction with a digitised world. Direct interaction here implies the formation of a sensorimotor loop between the user and the digitised world - that is, the user makes predictions about how their actions affect the world, and see these predictions realised. By facilitating the formation of the this loop, the synthetic environment allows users to directly sense the digitised world, rather than the interface, and induce perceptions, such as that of the digital world existing as a distinct physical place. This has many applications for knowledge transfer and efficient interaction through the use of enhanced communication cues. The complication is, the formation of the sensorimotor loop that underpins this is highly dependent on the fidelity of the virtual stimuli, including latency. The main research questions we ask are how can the characteristics of dataflow computing be leveraged to improve the temporal fidelity of the visual stimuli, and what implications does this have on other aspects of the fidelity. Secondarily, we ask what effects latency itself has on user interaction. We test the effects of latency on physical interaction at levels previously hypothesized but unexplored. We also test for a previously unconsidered effect of latency on higher level cognitive functions. To do this, we create prototype image generators for interactive systems and virtual reality, using dataflow computing platforms. We integrate these into real interactive systems to gain practical experience of how the real perceptible benefits of alternative rendering approaches, but also what implications are when they are subject to the constraints of real systems. We quantify the differences of our systems compared with traditional systems using latency and objective image fidelity measures. We use our novel systems to perform user studies into the effects of latency. Our high performance apparatuses allow experimentation at latencies lower than previously tested in comparable studies. The low latency apparatuses are designed to minimise what is currently the largest delay in traditional rendering pipelines and we find that the approach is successful in this respect. Our 3D low latency apparatus achieves lower latencies and higher fidelities than traditional systems. The conditions under which it can do this are highly constrained however. We do not foresee dataflow computing shouldering the bulk of the rendering workload in the future but rather facilitating the augmentation of the traditional pipeline with a very high speed local loop. This may be an image distortion stage or otherwise. Our latency experiments revealed that many predictions about the effects of low latency should be re-evaluated and experimenting in this range requires great care
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