170 research outputs found

    Estimating Outdoor Illumination Conditions Based on Detection of Dynamic Shadows

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    Tex2Shape: Detailed Full Human Body Geometry From a Single Image

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    We present a simple yet effective method to infer detailed full human body shape from only a single photograph. Our model can infer full-body shape including face, hair, and clothing including wrinkles at interactive frame-rates. Results feature details even on parts that are occluded in the input image. Our main idea is to turn shape regression into an aligned image-to-image translation problem. The input to our method is a partial texture map of the visible region obtained from off-the-shelf methods. From a partial texture, we estimate detailed normal and vector displacement maps, which can be applied to a low-resolution smooth body model to add detail and clothing. Despite being trained purely with synthetic data, our model generalizes well to real-world photographs. Numerous results demonstrate the versatility and robustness of our method

    Tex2Shape: Detailed Full Human Body Geometry From a Single Image

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    We present a simple yet effective method to infer detailed full human body shape from only a single photograph. Our model can infer full-body shape including face, hair, and clothing including wrinkles at interactive frame-rates. Results feature details even on parts that are occluded in the input image. Our main idea is to turn shape regression into an aligned image-to-image translation problem. The input to our method is a partial texture map of the visible region obtained from off-the-shelf methods. From a partial texture, we estimate detailed normal and vector displacement maps, which can be applied to a low-resolution smooth body model to add detail and clothing. Despite being trained purely with synthetic data, our model generalizes well to real-world photographs. Numerous results demonstrate the versatility and robustness of our method

    Real-time Illumination and Visual Coherence for Photorealistic Augmented/Mixed Reality

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    A realistically inserted virtual object in the real-time physical environment is a desirable feature in augmented reality (AR) applications and mixed reality (MR) in general. This problem is considered a vital research area in computer graphics, a field that is experiencing ongoing discovery. The algorithms and methods used to obtain dynamic and real-time illumination measurement, estimating, and rendering of augmented reality scenes are utilized in many applications to achieve a realistic perception by humans. We cannot deny the powerful impact of the continuous development of computer vision and machine learning techniques accompanied by the original computer graphics and image processing methods to provide a significant range of novel AR/MR techniques. These techniques include methods for light source acquisition through image-based lighting or sampling, registering and estimating the lighting conditions, and composition of global illumination. In this review, we discussed the pipeline stages with the details elaborated about the methods and techniques that contributed to the development of providing a photo-realistic rendering, visual coherence, and interactive real-time illumination results in AR/MR

    Self-supervised Outdoor Scene Relighting

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    Outdoor scene relighting is a challenging problem that requires good understanding of the scene geometry, illumination and albedo. Current techniques are completely supervised, requiring high quality synthetic renderings to train a solution. Such renderings are synthesized using priors learned from limited data. In contrast, we propose a self-supervised approach for relighting. Our approach is trained only on corpora of images collected from the internet without any user-supervision. This virtually endless source of training data allows training a general relighting solution. Our approach first decomposes an image into its albedo, geometry and illumination. A novel relighting is then produced by modifying the illumination parameters. Our solution capture shadow using a dedicated shadow prediction map, and does not rely on accurate geometry estimation. We evaluate our technique subjectively and objectively using a new dataset with ground-truth relighting. Results show the ability of our technique to produce photo-realistic and physically plausible results, that generalizes to unseen scenes.Comment: Published in ECCV '20, http://gvv.mpi-inf.mpg.de/projects/SelfRelight

    Efficient streaming for high fidelity imaging

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    Researchers and practitioners of graphics, visualisation and imaging have an ever-expanding list of technologies to account for, including (but not limited to) HDR, VR, 4K, 360°, light field and wide colour gamut. As these technologies move from theory to practice, the methods of encoding and transmitting this information need to become more advanced and capable year on year, placing greater demands on latency, bandwidth, and encoding performance. High dynamic range (HDR) video is still in its infancy; the tools for capture, transmission and display of true HDR content are still restricted to professional technicians. Meanwhile, computer graphics are nowadays near-ubiquitous, but to achieve the highest fidelity in real or even reasonable time a user must be located at or near a supercomputer or other specialist workstation. These physical requirements mean that it is not always possible to demonstrate these graphics in any given place at any time, and when the graphics in question are intended to provide a virtual reality experience, the constrains on performance and latency are even tighter. This thesis presents an overall framework for adapting upcoming imaging technologies for efficient streaming, constituting novel work across three areas of imaging technology. Over the course of the thesis, high dynamic range capture, transmission and display is considered, before specifically focusing on the transmission and display of high fidelity rendered graphics, including HDR graphics. Finally, this thesis considers the technical challenges posed by incoming head-mounted displays (HMDs). In addition, a full literature review is presented across all three of these areas, detailing state-of-the-art methods for approaching all three problem sets. In the area of high dynamic range capture, transmission and display, a framework is presented and evaluated for efficient processing, streaming and encoding of high dynamic range video using general-purpose graphics processing unit (GPGPU) technologies. For remote rendering, state-of-the-art methods of augmenting a streamed graphical render are adapted to incorporate HDR video and high fidelity graphics rendering, specifically with regards to path tracing. Finally, a novel method is proposed for streaming graphics to a HMD for virtual reality (VR). This method utilises 360° projections to transmit and reproject stereo imagery to a HMD with minimal latency, with an adaptation for the rapid local production of depth maps

    Neural Radiance Fields: Past, Present, and Future

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    The various aspects like modeling and interpreting 3D environments and surroundings have enticed humans to progress their research in 3D Computer Vision, Computer Graphics, and Machine Learning. An attempt made by Mildenhall et al in their paper about NeRFs (Neural Radiance Fields) led to a boom in Computer Graphics, Robotics, Computer Vision, and the possible scope of High-Resolution Low Storage Augmented Reality and Virtual Reality-based 3D models have gained traction from res with more than 1000 preprints related to NeRFs published. This paper serves as a bridge for people starting to study these fields by building on the basics of Mathematics, Geometry, Computer Vision, and Computer Graphics to the difficulties encountered in Implicit Representations at the intersection of all these disciplines. This survey provides the history of rendering, Implicit Learning, and NeRFs, the progression of research on NeRFs, and the potential applications and implications of NeRFs in today's world. In doing so, this survey categorizes all the NeRF-related research in terms of the datasets used, objective functions, applications solved, and evaluation criteria for these applications.Comment: 413 pages, 9 figures, 277 citation

    Mobile graphics: SIGGRAPH Asia 2017 course

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