511 research outputs found
Visual marking and change blindness : moving occluders and transient masks neutralize shape changes to ignored objects
Visual search efficiency improves by presenting (previewing) one set of distractors before the target and remaining distractor items (D. G. Watson & G. W. Humphreys, 1997). Previous work has shown that this preview benefit is abolished if the old items change their shape when the new items are added (e.g., D. G. Watson & G. W. Humphreys, 2002). Here we present 5 experiments that examined whether such object changes are still effective in recapturing attention if the changes occur while the previewed objects are occluded or masked. Overall, the findings suggest that masking transients are effective in preventing both object changes and the presentation of new objects from capturing attention in time-based visual search conditions. The findings are discussed in relation to theories of change blindness, new object capture, and the ecological properties of time-based visual selection. (PsycINFO Database Record (c) 2010 APA, all rights reserved
Visual Concepts and Compositional Voting
It is very attractive to formulate vision in terms of pattern theory
\cite{Mumford2010pattern}, where patterns are defined hierarchically by
compositions of elementary building blocks. But applying pattern theory to real
world images is currently less successful than discriminative methods such as
deep networks. Deep networks, however, are black-boxes which are hard to
interpret and can easily be fooled by adding occluding objects. It is natural
to wonder whether by better understanding deep networks we can extract building
blocks which can be used to develop pattern theoretic models. This motivates us
to study the internal representations of a deep network using vehicle images
from the PASCAL3D+ dataset. We use clustering algorithms to study the
population activities of the features and extract a set of visual concepts
which we show are visually tight and correspond to semantic parts of vehicles.
To analyze this we annotate these vehicles by their semantic parts to create a
new dataset, VehicleSemanticParts, and evaluate visual concepts as unsupervised
part detectors. We show that visual concepts perform fairly well but are
outperformed by supervised discriminative methods such as Support Vector
Machines (SVM). We next give a more detailed analysis of visual concepts and
how they relate to semantic parts. Following this, we use the visual concepts
as building blocks for a simple pattern theoretical model, which we call
compositional voting. In this model several visual concepts combine to detect
semantic parts. We show that this approach is significantly better than
discriminative methods like SVM and deep networks trained specifically for
semantic part detection. Finally, we return to studying occlusion by creating
an annotated dataset with occlusion, called VehicleOcclusion, and show that
compositional voting outperforms even deep networks when the amount of
occlusion becomes large.Comment: It is accepted by Annals of Mathematical Sciences and Application
Topographic representation of an occluded object and the effects of spatiotemporal context in human early visual areas.
モノの背後を見る脳の仕組みを解明 -視対象の部分像から全体像を復元する第1次視覚野の活動をfMRIで観察-. 京都大学プレスリリース. 2013-10-23.Occlusion is a primary challenge facing the visual system in perceiving object shapes in intricate natural scenes. Although behavior, neurophysiological, and modeling studies have shown that occluded portions of objects may be completed at the early stage of visual processing, we have little knowledge on how and where in the human brain the completion is realized. Here, we provide functional magnetic resonance imaging (fMRI) evidence that the occluded portion of an object is indeed represented topographically in human V1 and V2. Specifically, we find the topographic cortical responses corresponding to the invisible object rotation in V1 and V2. Furthermore, by investigating neural responses for the occluded target rotation within precisely defined cortical subregions, we could dissociate the topographic neural representation of the occluded portion from other types of neural processing such as object edge processing. We further demonstrate that the early topographic representation in V1 can be modulated by prior knowledge of a whole appearance of an object obtained before partial occlusion. These findings suggest that primary "visual" area V1 has the ability to process not only visible or virtually (illusorily) perceived objects but also "invisible" portions of objects without concurrent visual sensation such as luminance enhancement to these portions. The results also suggest that low-level image features and higher preceding cognitive context are integrated into a unified topographic representation of occluded portion in early areas
Detecting Semantic Parts on Partially Occluded Objects
In this paper, we address the task of detecting semantic parts on partially
occluded objects. We consider a scenario where the model is trained using
non-occluded images but tested on occluded images. The motivation is that there
are infinite number of occlusion patterns in real world, which cannot be fully
covered in the training data. So the models should be inherently robust and
adaptive to occlusions instead of fitting / learning the occlusion patterns in
the training data. Our approach detects semantic parts by accumulating the
confidence of local visual cues. Specifically, the method uses a simple voting
method, based on log-likelihood ratio tests and spatial constraints, to combine
the evidence of local cues. These cues are called visual concepts, which are
derived by clustering the internal states of deep networks. We evaluate our
voting scheme on the VehicleSemanticPart dataset with dense part annotations.
We randomly place two, three or four irrelevant objects onto the target object
to generate testing images with various occlusions. Experiments show that our
algorithm outperforms several competitors in semantic part detection when
occlusions are present.Comment: Accepted to BMVC 2017 (13 pages, 3 figures
ORCa: Glossy Objects as Radiance Field Cameras
Reflections on glossy objects contain valuable and hidden information about
the surrounding environment. By converting these objects into cameras, we can
unlock exciting applications, including imaging beyond the camera's
field-of-view and from seemingly impossible vantage points, e.g. from
reflections on the human eye. However, this task is challenging because
reflections depend jointly on object geometry, material properties, the 3D
environment, and the observer viewing direction. Our approach converts glossy
objects with unknown geometry into radiance-field cameras to image the world
from the object's perspective. Our key insight is to convert the object surface
into a virtual sensor that captures cast reflections as a 2D projection of the
5D environment radiance field visible to the object. We show that recovering
the environment radiance fields enables depth and radiance estimation from the
object to its surroundings in addition to beyond field-of-view novel-view
synthesis, i.e. rendering of novel views that are only directly-visible to the
glossy object present in the scene, but not the observer. Moreover, using the
radiance field we can image around occluders caused by close-by objects in the
scene. Our method is trained end-to-end on multi-view images of the object and
jointly estimates object geometry, diffuse radiance, and the 5D environment
radiance field.Comment: for more information, see https://ktiwary2.github.io/objectsascam
Eclipse: Disambiguating Illumination and Materials using Unintended Shadows
Decomposing an object's appearance into representations of its materials and
the surrounding illumination is difficult, even when the object's 3D shape is
known beforehand. This problem is ill-conditioned because diffuse materials
severely blur incoming light, and is ill-posed because diffuse materials under
high-frequency lighting can be indistinguishable from shiny materials under
low-frequency lighting. We show that it is possible to recover precise
materials and illumination -- even from diffuse objects -- by exploiting
unintended shadows, like the ones cast onto an object by the photographer who
moves around it. These shadows are a nuisance in most previous inverse
rendering pipelines, but here we exploit them as signals that improve
conditioning and help resolve material-lighting ambiguities. We present a
method based on differentiable Monte Carlo ray tracing that uses images of an
object to jointly recover its spatially-varying materials, the surrounding
illumination environment, and the shapes of the unseen light occluders who
inadvertently cast shadows upon it.Comment: Project page: https://dorverbin.github.io/eclipse
Robust object-based algorithms for direct shadow simulation
En informatique graphique, les algorithmes de générations d'ombres évaluent la quantité de lumière directement perçue par une environnement virtuel. Calculer précisément des ombres est cependant coûteux en temps de calcul. Dans cette dissertation, nous présentons un nouveau système basé objet robuste, qui permet de calculer des ombres réalistes sur des scènes dynamiques et ce en temps interactif. Nos contributions incluent notamment le développement de nouveaux algorithmes de génération d'ombres douces ainsi que leur mise en oeuvre efficace sur processeur graphique. Nous commençons par formaliser la problématique du calcul d'ombres directes. Tout d'abord, nous définissons ce que sont les ombres directes dans le contexte général du transport de la lumière. Nous étudions ensuite les techniques interactives qui génèrent des ombres directes. Suite à cette étude nous montrons que mêmes les algorithmes dit physiquement réalistes se reposent sur des approximations. Nous mettons également en avant, que malgré leur contraintes géométriques, les algorithmes d'ombres basées objet sont un bon point de départ pour résoudre notre problématique de génération efficace et robuste d'ombres directes. Basé sur cette observation, nous étudions alors le système basé objet existant et mettons en avant ses problèmes de robustesse. Nous proposons une nouvelle technique qui améliore la qualité des ombres générées par ce système en lui ajoutant une étape de mélange de pénombres. Malgré des propriétés et des résultats convaincants, les limitations théoriques et de mise en oeuvre limite la qualité générale et les performances de cet algorithme. Nous présentons ensuite un nouvel algorithme d'ombres basées objet. Cet algorithme combine l'efficacité de l'approche basée objet temps réel avec la précision de sa généralisation au rendu hors ligne. Notre algorithme repose sur l'évaluation locale du nombre d'objets entre deux points : la complexité de profondeur. Nous décrivons comment nous utilisons cet algorithme pour échantillonner la complexité de profondeur entre les surfaces visibles d'une scène et une source lumineuse. Nous générons ensuite des ombres à partir de cette information soit en modulant l'éclairage direct soit en intégrant numériquement l'équation d'illumination directe. Nous proposons ensuite une extension de notre algorithme afin qu'il puisse prendre en compte les ombres projetées par des objets semi-opaque. Finalement, nous présentons une mise en oeuvre efficace de notre système qui démontre que des ombres basées objet peuvent être générées de façon efficace et ce même sur une scène dynamique. En rendu temps réel, il est commun de représenter des objets très détaillés encombinant peu de triangles avec des textures qui représentent l'opacité binaire de l'objet. Les techniques de génération d'ombres basées objet ne traitent pas
de tels triangles dit "perforés". De par leur nature, elles manipulent uniquement les géométries explicitement représentées par des primitives géométriques. Nous présentons une nouvel algorithme basé objet qui lève cette limitation. Nous soulignons que notre méthode peut être efficacement combinée avec les systèmes existants afin de proposer un système unifié basé objet qui génère des ombres à la fois pour des maillages classiques et des géométries
perforées. La mise en oeuvre proposée montre finalement qu'une telle combinaison fournit une solution élégante, efficace et robuste à la problématique générale de l'éclairage direct et ce aussi bien pour des applications temps réel que des applications sensibles à la la précision du résultat.Direct shadow algorithms generate shadows by simulating the direct lighting interaction in a virtual environment. The main challenge with the accurate direct shadow problematic is its computational cost. In this dissertation, we develop a new robust object-based shadow framework that provides realistic shadows at interactive frame rate on dynamic scenes. Our contributions include new robust object-based soft shadow algorithms and efficient interactive implementations. We start, by formalizing the direct shadow problematic. Following the light transport problematic, we first formalize what are robust direct shadows. We then study existing interactive direct shadow techniques and outline that the real time direct shadow simulation remains an open problem. We show that even the so called physically plausible soft shadow algorithms still rely on approximations. Nevertheless we exhibit that, despite their geometric constraints, object-based approaches seems well suited when targeting accurate solutions. Starting from the previous analyze, we investigate the existing object-based shadow framework and discuss about its robustness issues. We propose a new technique that drastically improve the resulting shadow quality by improving this framework with a penumbra blending stage. We present a practical implementation of this approach. From the obtained results, we outline that, despite desirable properties, the inherent theoretical and implementation limitations reduce the overall quality and performances of the proposed algorithm. We then present a new object-based soft shadow algorithm. It merges the efficiency of the real time object-based shadows with the accuracy of its offline generalization. The proposed algorithm lies onto a new local evaluation of the number of occluders between points (\ie{} the depth complexity). We describe how we use this algorithm to sample the depth complexity between any visible receiver and the light source. From this information, we compute shadows by either modulate the direct lighting or numerically solve the direct illumination with an accuracy depending on the light sampling strategy. We then propose an extension of our algorithm in order to handle shadows cast by semi opaque occluders. We finally present an efficient implementation of this framework that demonstrates that object-based shadows can be efficiently used on complex dynamic environments. In real time rendering, it is common to represent highly detailed objects with few triangles and transmittance textures that encode their binary opacity. Object-based techniques do not handle such perforated triangles. Due to their nature, they can only evaluate the shadows cast by models whose their shape is explicitly defined by geometric primitives. We describe a new robust object-based algorithm that addresses this main limitation. We outline that this method can be efficiently combine with object-based frameworks in order to evaluate approximative shadows or simulate the direct illumination for both common meshes and perforated triangles. The proposed implementation shows that such combination provides a very strong and efficient direct lighting framework, well suited to many domains ranging from quality sensitive to performance critical applications
Scene relighting and editing for improved object insertion
Abstract. The goal of this thesis is to develop a scene relighting and object insertion pipeline using Neural Radiance Fields (NeRF) to incorporate one or more objects into an outdoor environment scene. The output is a 3D mesh that embodies decomposed bidirectional reflectance distribution function (BRDF) characteristics, which interact with varying light source positions and strengths. To achieve this objective, the thesis is divided into two sub-tasks.
The first sub-task involves extracting visual information about the outdoor environment from a sparse set of corresponding images. A neural representation is constructed, providing a comprehensive understanding of the constituent elements, such as materials, geometry, illumination, and shadows. The second sub-task involves generating a neural representation of the inserted object using either real-world images or synthetic data.
To accomplish these objectives, the thesis draws on existing literature in computer vision and computer graphics. Different approaches are assessed to identify their advantages and disadvantages, with detailed descriptions of the chosen techniques provided, highlighting their functioning to produce the ultimate outcome.
Overall, this thesis aims to provide a framework for compositing and relighting that is grounded in NeRF and allows for the seamless integration of objects into outdoor environments. The outcome of this work has potential applications in various domains, such as visual effects, gaming, and virtual reality
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