3,642 research outputs found

    Visual Comfort Assessment for Stereoscopic Image Retargeting

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    In recent years, visual comfort assessment (VCA) for 3D/stereoscopic content has aroused extensive attention. However, much less work has been done on the perceptual evaluation of stereoscopic image retargeting. In this paper, we first build a Stereoscopic Image Retargeting Database (SIRD), which contains source images and retargeted images produced by four typical stereoscopic retargeting methods. Then, the subjective experiment is conducted to assess four aspects of visual distortion, i.e. visual comfort, image quality, depth quality and the overall quality. Furthermore, we propose a Visual Comfort Assessment metric for Stereoscopic Image Retargeting (VCA-SIR). Based on the characteristics of stereoscopic retargeted images, the proposed model introduces novel features like disparity range, boundary disparity as well as disparity intensity distribution into the assessment model. Experimental results demonstrate that VCA-SIR can achieve high consistency with subjective perception

    Motion parallax for 360° RGBD video

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    We present a method for adding parallax and real-time playback of 360° videos in Virtual Reality headsets. In current video players, the playback does not respond to translational head movement, which reduces the feeling of immersion, and causes motion sickness for some viewers. Given a 360° video and its corresponding depth (provided by current stereo 360° stitching algorithms), a naive image-based rendering approach would use the depth to generate a 3D mesh around the viewer, then translate it appropriately as the viewer moves their head. However, this approach breaks at depth discontinuities, showing visible distortions, whereas cutting the mesh at such discontinuities leads to ragged silhouettes and holes at disocclusions. We address these issues by improving the given initial depth map to yield cleaner, more natural silhouettes. We rely on a three-layer scene representation, made up of a foreground layer and two static background layers, to handle disocclusions by propagating information from multiple frames for the first background layer, and then inpainting for the second one. Our system works with input from many of today''s most popular 360° stereo capture devices (e.g., Yi Halo or GoPro Odyssey), and works well even if the original video does not provide depth information. Our user studies confirm that our method provides a more compelling viewing experience than without parallax, increasing immersion while reducing discomfort and nausea

    Investigation related to multispectral imaging systems

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    A summary of technical progress made during a five year research program directed toward the development of operational information systems based on multispectral sensing and the use of these systems in earth-resource survey applications is presented. Efforts were undertaken during this program to: (1) improve the basic understanding of the many facets of multispectral remote sensing, (2) develop methods for improving the accuracy of information generated by remote sensing systems, (3) improve the efficiency of data processing and information extraction techniques to enhance the cost-effectiveness of remote sensing systems, (4) investigate additional problems having potential remote sensing solutions, and (5) apply the existing and developing technology for specific users and document and transfer that technology to the remote sensing community

    The Iray Light Transport Simulation and Rendering System

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    While ray tracing has become increasingly common and path tracing is well understood by now, a major challenge lies in crafting an easy-to-use and efficient system implementing these technologies. Following a purely physically-based paradigm while still allowing for artistic workflows, the Iray light transport simulation and rendering system allows for rendering complex scenes by the push of a button and thus makes accurate light transport simulation widely available. In this document we discuss the challenges and implementation choices that follow from our primary design decisions, demonstrating that such a rendering system can be made a practical, scalable, and efficient real-world application that has been adopted by various companies across many fields and is in use by many industry professionals today

    Large-scale point-cloud visualization through localized textured surface reconstruction

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    In this paper, we introduce a novel scene representation for the visualization of large-scale point clouds accompanied by a set of high-resolution photographs. Many real-world applications deal with very densely sampled point-cloud data, which are augmented with photographs that often reveal lighting variations and inaccuracies in registration. Consequently, the high-quality representation of the captured data, i.e., both point clouds and photographs together, is a challenging and time-consuming task. We propose a two-phase approach, in which the first (preprocessing) phase generates multiple overlapping surface patches and handles the problem of seamless texture generation locally for each patch. The second phase stitches these patches at render-time to produce a high-quality visualization of the data. As a result of the proposed localization of the global texturing problem, our algorithm is more than an order of magnitude faster than equivalent mesh-based texturing techniques. Furthermore, since our preprocessing phase requires only a minor fraction of the whole data set at once, we provide maximum flexibility when dealing with growing data sets

    Compression, Modeling, and Real-Time Rendering of Realistic Materials and Objects

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    The realism of a scene basically depends on the quality of the geometry, the illumination and the materials that are used. Whereas many sources for the creation of three-dimensional geometry exist and numerous algorithms for the approximation of global illumination were presented, the acquisition and rendering of realistic materials remains a challenging problem. Realistic materials are very important in computer graphics, because they describe the reflectance properties of surfaces, which are based on the interaction of light and matter. In the real world, an enormous diversity of materials can be found, comprising very different properties. One important objective in computer graphics is to understand these processes, to formalize them and to finally simulate them. For this purpose various analytical models do already exist, but their parameterization remains difficult as the number of parameters is usually very high. Also, they fail for very complex materials that occur in the real world. Measured materials, on the other hand, are prone to long acquisition time and to huge input data size. Although very efficient statistical compression algorithms were presented, most of them do not allow for editability, such as altering the diffuse color or mesostructure. In this thesis, a material representation is introduced that makes it possible to edit these features. This makes it possible to re-use the acquisition results in order to easily and quickly create deviations of the original material. These deviations may be subtle, but also substantial, allowing for a wide spectrum of material appearances. The approach presented in this thesis is not based on compression, but on a decomposition of the surface into several materials with different reflection properties. Based on a microfacette model, the light-matter interaction is represented by a function that can be stored in an ordinary two-dimensional texture. Additionally, depth information, local rotations, and the diffuse color are stored in these textures. As a result of the decomposition, some of the original information is inevitably lost, therefore an algorithm for the efficient simulation of subsurface scattering is presented as well. Another contribution of this work is a novel perception-based simplification metric that includes the material of an object. This metric comprises features of the human visual system, for example trichromatic color perception or reduced resolution. The proposed metric allows for a more aggressive simplification in regions where geometric metrics do not simplif

    Practical global illumination for interactive particle visualization

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    ManuscriptParticle-based simulation methods are used to model a wide range of complex phenomena and to solve time-dependent problems of various scales. Effective visualizations of the resulting state will communicate subtle changes in the three-dimensional structure, spatial organization, and qualitative trends within a simulation as it evolves. We present two algorithms targeting upcoming, highly parallel multicore desktop systems to enable interactive navigation and exploration of large particle datasets with global illumination effects. Monte Carlo path tracing and texture mapping are used to capture computationally expensive illumination effects such as soft shadows and diffuse interreflection. The first approach is based on precomputation of luminance textures and removes expensive illumination calculations from the interactive rendering pipeline. The second approach is based on dynamic luminance texture generation and decouples interactive rendering from the computation of global illumination effects. These algorithms provide visual cues that enhance the ability to perform analysis and feature detection tasks while interrogating the data at interactive rates. We explore the performance of these algorithms and demonstrate their effectiveness using several large datasets

    GazeStereo3D: seamless disparity manipulations

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    Producing a high quality stereoscopic impression on current displays is a challenging task. The content has to be carefully prepared in order to maintain visual comfort, which typically affects the quality of depth reproduction. In this work, we show that this problem can be significantly alleviated when the eye fixation regions can be roughly estimated. We propose a new method for stereoscopic depth adjustment that utilizes eye tracking or other gaze prediction information. The key idea that distinguishes our approach from the previous work is to apply gradual depth adjustments at the eye fixation stage, so that they remain unnoticeable. To this end, we measure the limits imposed on the speed of disparity changes in various depth adjustment scenarios, and formulate a new model that can guide such seamless stereoscopic content processing. Based on this model, we propose a real-time controller that applies local manipulations to stereoscopic content to find the optimum between depth reproduction and visual comfort. We show that the controller is mostly immune to the limitations of low-cost eye tracking solutions. We also demonstrate benefits of our model in off-line applications, such as stereoscopic movie production, where skillful directors can reliably guide and predict viewers' attention or where attended image regions are identified during eye tracking sessions. We validate both our model and the controller in a series of user experiments. They show significant improvements in depth perception without sacrificing the visual quality when our techniques are applied

    Scalable Realtime Rendering and Interaction with Digital Surface Models of Landscapes and Cities

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    Interactive, realistic rendering of landscapes and cities differs substantially from classical terrain rendering. Due to the sheer size and detail of the data which need to be processed, realtime rendering (i.e. more than 25 images per second) is only feasible with level of detail (LOD) models. Even the design and implementation of efficient, automatic LOD generation is ambitious for such out-of-core datasets considering the large number of scales that are covered in a single view and the necessity to maintain screen-space accuracy for realistic representation. Moreover, users want to interact with the model based on semantic information which needs to be linked to the LOD model. In this thesis I present LOD schemes for the efficient rendering of 2.5d digital surface models (DSMs) and 3d point-clouds, a method for the automatic derivation of city models from raw DSMs, and an approach allowing semantic interaction with complex LOD models. The hierarchical LOD model for digital surface models is based on a quadtree of precomputed, simplified triangle mesh approximations. The rendering of the proposed model is proved to allow real-time rendering of very large and complex models with pixel-accurate details. Moreover, the necessary preprocessing is scalable and fast. For 3d point clouds, I introduce an LOD scheme based on an octree of hybrid plane-polygon representations. For each LOD, the algorithm detects planar regions in an adequately subsampled point cloud and models them as textured rectangles. The rendering of the resulting hybrid model is an order of magnitude faster than comparable point-based LOD schemes. To automatically derive a city model from a DSM, I propose a constrained mesh simplification. Apart from the geometric distance between simplified and original model, it evaluates constraints based on detected planar structures and their mutual topological relations. The resulting models are much less complex than the original DSM but still represent the characteristic building structures faithfully. Finally, I present a method to combine semantic information with complex geometric models. My approach links the semantic entities to the geometric entities on-the-fly via coarser proxy geometries which carry the semantic information. Thus, semantic information can be layered on top of complex LOD models without an explicit attribution step. All findings are supported by experimental results which demonstrate the practical applicability and efficiency of the methods
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