1,048 research outputs found

    A Bayesian Hyperprior Approach for Joint Image Denoising and Interpolation, with an Application to HDR Imaging

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    Recently, impressive denoising results have been achieved by Bayesian approaches which assume Gaussian models for the image patches. This improvement in performance can be attributed to the use of per-patch models. Unfortunately such an approach is particularly unstable for most inverse problems beyond denoising. In this work, we propose the use of a hyperprior to model image patches, in order to stabilize the estimation procedure. There are two main advantages to the proposed restoration scheme: Firstly it is adapted to diagonal degradation matrices, and in particular to missing data problems (e.g. inpainting of missing pixels or zooming). Secondly it can deal with signal dependent noise models, particularly suited to digital cameras. As such, the scheme is especially adapted to computational photography. In order to illustrate this point, we provide an application to high dynamic range imaging from a single image taken with a modified sensor, which shows the effectiveness of the proposed scheme.Comment: Some figures are reduced to comply with arxiv's size constraints. Full size images are available as HAL technical report hal-01107519v5, IEEE Transactions on Computational Imaging, 201

    Towards a High Quality Real-Time Graphics Pipeline

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    Modern graphics hardware pipelines create photorealistic images with high geometric complexity in real time. The quality is constantly improving and advanced techniques from feature film visual effects, such as high dynamic range images and support for higher-order surface primitives, have recently been adopted. Visual effect techniques have large computational costs and significant memory bandwidth usage. In this thesis, we identify three problem areas and propose new algorithms that increase the performance of a set of computer graphics techniques. Our main focus is on efficient algorithms for the real-time graphics pipeline, but parts of our research are equally applicable to offline rendering. Our first focus is texture compression, which is a technique to reduce the memory bandwidth usage. The core idea is to store images in small compressed blocks which are sent over the memory bus and are decompressed on-the-fly when accessed. We present compression algorithms for two types of texture formats. High dynamic range images capture environment lighting with luminance differences over a wide intensity range. Normal maps store perturbation vectors for local surface normals, and give the illusion of high geometric surface detail. Our compression formats are tailored to these texture types and have compression ratios of 6:1, high visual fidelity, and low-cost decompression logic. Our second focus is tessellation culling. Culling is a commonly used technique in computer graphics for removing work that does not contribute to the final image, such as completely hidden geometry. By discarding rendering primitives from further processing, substantial arithmetic computations and memory bandwidth can be saved. Modern graphics processing units include flexible tessellation stages, where rendering primitives are subdivided for increased geometric detail. Images with highly detailed models can be synthesized, but the incurred cost is significant. We have devised a simple remapping technique that allowsfor better tessellation distribution in screen space. Furthermore, we present programmable tessellation culling, where bounding volumes for displaced geometry are computed and used to conservatively test if a primitive can be discarded before tessellation. We introduce a general tessellation culling framework, and an optimized algorithm for rendering of displaced BĂ©zier patches, which is expected to be a common use case for graphics hardware tessellation. Our third and final focus is forward-looking, and relates to efficient algorithms for stochastic rasterization, a rendering technique where camera effects such as depth of field and motion blur can be faithfully simulated. We extend a graphics pipeline with stochastic rasterization in spatio-temporal space and show that stochastic motion blur can be rendered with rather modest pipeline modifications. Furthermore, backface culling algorithms for motion blur and depth of field rendering are presented, which are directly applicable to stochastic rasterization. Hopefully, our work in this field brings us closer to high quality real-time stochastic rendering

    On the generation of high dynamic range images: theory and practice from a statistical perspective

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    This dissertation studies the problem of high dynamic range (HDR) image generation from a statistical perspective. A thorough analysis of the camera acquisition process leads to a simplified yet realistic statistical model describing raw pixel values. The analysis and methods then proposed are based on this model. First, the theoretical performance bound of the problem is computed for the static case, where the acquisition conditions are controlled. Furthermore, a new method is proposed that, unlike previous methods, improves the reconstructed HDR image by taking into account the information carried by saturated samples. From a more practical perspective, two methods are proposed to generate HDR images in the more realistic and complex case where both objects and camera may exhibit motion. The first one is a multi-image, patch-based method, that simultaneously estimates and denoises the HDR image. The other is a single image approach that makes use of a general restoration method to generate the HDR image. This general restoration method, applicable to a wide range of problems, constitutes the last contribution of this dissertation

    Thirteenth Biennial Status Report: April 2015 - February 2017

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    Image-based Material Editing

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    Photo editing software allows digital images to be blurred, warped or re-colored at the touch of a button. However, it is not currently possible to change the material appearance of an object except by painstakingly painting over the appropriate pixels. Here we present a set of methods for automatically replacing one material with another, completely different material, starting with only a single high dynamic range image, and an alpha matte specifying the object. Our approach exploits the fact that human vision is surprisingly tolerant of certain (sometimes enormous) physical inaccuracies. Thus, it may be possible to produce a visually compelling illusion of material transformations, without fully reconstructing the lighting or geometry. We employ a range of algorithms depending on the target material. First, an approximate depth map is derived from the image intensities using bilateral filters. The resulting surface normals are then used to map data onto the surface of the object to specify its material appearance. To create transparent or translucent materials, the mapped data are derived from the object\u27s background. To create textured materials, the mapped data are a texture map. The surface normals can also be used to apply arbitrary bidirectional reflectance distribution functions to the surface, allowing us to simulate a wide range of materials. To facilitate the process of material editing, we generate the HDR image with a novel algorithm, that is robust against noise in individual exposures. This ensures that any noise, which would possibly have affected the shape recovery of the objects adversely, will be removed. We also present an algorithm to automatically generate alpha mattes. This algorithm requires as input two images--one where the object is in focus, and one where the background is in focus--and then automatically produces an approximate matte, indicating which pixels belong to the object. The result is then improved by a second algorithm to generate an accurate alpha matte, which can be given as input to our material editing techniques

    Noise-Aware Merging of High Dynamic Range Image Stacks Without Camera Calibration

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    A near-optimal reconstruction of the radiance of a High Dynamic Range scene from an exposure stack can be obtained by modeling the camera noise distribution. The latent radiance is then estimated using Maximum Likelihood Estimation. But this requires a well-calibrated noise model of the camera, which is difficult to obtain in practice. We show that an unbiased estimation of comparable variance can be obtained with a simpler Poisson noise estimator, which does not require the knowledge of camera-specific noise parameters. We demonstrate this empirically for four different cameras, ranging from a smartphone camera to a full-frame mirrorless camera. Our experimental results are consistent for simulated as well as real images, and across different camera settings
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