60 research outputs found

    Perception-driven approaches to real-time remote immersive visualization

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    In remote immersive visualization systems, real-time 3D perception through RGB-D cameras, combined with modern Virtual Reality (VR) interfaces, enhances the user’s sense of presence in a remote scene through 3D reconstruction rendered in a remote immersive visualization system. Particularly, in situations when there is a need to visualize, explore and perform tasks in inaccessible environments, too hazardous or distant. However, a remote visualization system requires the entire pipeline from 3D data acquisition to VR rendering satisfies the speed, throughput, and high visual realism. Mainly when using point-cloud, there is a fundamental quality difference between the acquired data of the physical world and the displayed data because of network latency and throughput limitations that negatively impact the sense of presence and provoke cybersickness. This thesis presents state-of-the-art research to address these problems by taking the human visual system as inspiration, from sensor data acquisition to VR rendering. The human visual system does not have a uniform vision across the field of view; It has the sharpest visual acuity at the center of the field of view. The acuity falls off towards the periphery. The peripheral vision provides lower resolution to guide the eye movements so that the central vision visits all the interesting crucial parts. As a first contribution, the thesis developed remote visualization strategies that utilize the acuity fall-off to facilitate the processing, transmission, buffering, and rendering in VR of 3D reconstructed scenes while simultaneously reducing throughput requirements and latency. As a second contribution, the thesis looked into attentional mechanisms to select and draw user engagement to specific information from the dynamic spatio-temporal environment. It proposed a strategy to analyze the remote scene concerning the 3D structure of the scene, its layout, and the spatial, functional, and semantic relationships between objects in the scene. The strategy primarily focuses on analyzing the scene with models the human visual perception uses. It sets a more significant proportion of computational resources on objects of interest and creates a more realistic visualization. As a supplementary contribution, A new volumetric point-cloud density-based Peak Signal-to-Noise Ratio (PSNR) metric is proposed to evaluate the introduced techniques. An in-depth evaluation of the presented systems, comparative examination of the proposed point cloud metric, user studies, and experiments demonstrated that the methods introduced in this thesis are visually superior while significantly reducing latency and throughput

    Foveation for 3D visualization and stereo imaging

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    Even though computer vision and digital photogrammetry share a number of goals, techniques, and methods, the potential for cooperation between these fields is not fully exploited. In attempt to help bridging the two, this work brings a well-known computer vision and image processing technique called foveation and introduces it to photogrammetry, creating a hybrid application. The results may be beneficial for both fields, plus the general stereo imaging community, and virtual reality applications. Foveation is a biologically motivated image compression method that is often used for transmitting videos and images over networks. It is possible to view foveation as an area of interest management method as well as a compression technique. While the most common foveation applications are in 2D there are a number of binocular approaches as well. For this research, the current state of the art in the literature on level of detail, human visual system, stereoscopic perception, stereoscopic displays, 2D and 3D foveation, and digital photogrammetry were reviewed. After the review, a stereo-foveation model was constructed and an implementation was realized to demonstrate a proof of concept. The conceptual approach is treated as generic, while the implementation was conducted under certain limitations, which are documented in the relevant context. A stand-alone program called Foveaglyph is created in the implementation process. Foveaglyph takes a stereo pair as input and uses an image matching algorithm to find the parallax values. It then calculates the 3D coordinates for each pixel from the geometric relationships between the object and the camera configuration or via a parallax function. Once 3D coordinates are obtained, a 3D image pyramid is created. Then, using a distance dependent level of detail function, spherical volume rings with varying resolutions throughout the 3D space are created. The user determines the area of interest. The result of the application is a user controlled, highly compressed non-uniform 3D anaglyph image. 2D foveation is also provided as an option. This type of development in a photogrammetric visualization unit is beneficial for system performance. The research is particularly relevant for large displays and head mounted displays. Although, the implementation, because it is done for a single user, would possibly be best suited to a head mounted display (HMD) application. The resulting stereo-foveated image can be loaded moderately faster than the uniform original. Therefore, the program can potentially be adapted to an active vision system and manage the scene as the user glances around, given that an eye tracker determines where exactly the eyes accommodate. This exploration may also be extended to robotics and other robot vision applications. Additionally, it can also be used for attention management and the viewer can be directed to the object(s) of interest the demonstrator would like to present (e.g. in 3D cinema). Based on the literature, we also believe this approach should help resolve several problems associated with stereoscopic displays such as the accommodation convergence problem and diplopia. While the available literature provides some empirical evidence to support the usability and benefits of stereo foveation, further tests are needed. User surveys related to the human factors in using stereo foveated images, such as its possible contribution to prevent user discomfort and virtual simulator sickness (VSS) in virtual environments, are left as future work.reviewe

    Real-Time Noise Removal in Foveated Path Tracing

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    Path tracing is a method for rendering photorealistic two-dimensional images of three-dimensional scenes based on computing intersection between the scene geometry and light rays traveling through the scene. The rise in parallel computation resources in devices such as graphics processing units (GPUs) have made it more and more viable to do path tracing in real time. To achieve real-time performance, path tracing can be further optimized by using foveated rendering, where the properties of the human visual system are exploited to reduce the number of rays outside the central point of vision (fovea), where the human eye cannot discern fine detail. The reduction in the number of rays can, however, lead to several issues. Noise appears in the image as a result of an inadequate number of path tracing samples allocated to each pixel. Furthermore, the variation in the noise from one animation frame to the next appears as flicker. Finally, artifacts can appear when the spatially subsampled image is upsampled to a uniform resolution for display. In this thesis, solutions to the aforementioned issues are explored by implementing three noise removal methods into a foveated path tracing rendering system. The computational performance and the visual quality of the implemented methods is evaluated. Of the implemented methods, cross-bilateral filter provides the best quality, but its runtime doesn't scale well to large filter sizes. Large filter sizes are enabled by the À-Trous approximation of the cross-bilateral filter, at the cost of generating more artifacts in the result. Overall, while the implemented methods are able to provide visually pleasing results in some scenarios, improvements in the algorithms (e.g., local filter parameter selection) are needed to reach the quality seen in offline methods

    Foveated Path Tracing with Fast Reconstruction and Efficient Sample Distribution

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    Polunseuranta on tietokonegrafiikan piirtotekniikka, jota on käytetty pääasiassa ei-reaaliaikaisen realistisen piirron tekemiseen. Polunseuranta tukee luonnostaan monia muilla tekniikoilla vaikeasti saavutettavia todellisen valon ilmiöitä kuten heijastuksia ja taittumista. Reaaliaikainen polunseuranta on hankalaa polunseurannan suuren laskentavaatimuksen takia. Siksi nykyiset reaaliaikaiset polunseurantasysteemi tuottavat erittäin kohinaisia kuvia, jotka tyypillisesti suodatetaan jälkikäsittelykohinanpoisto-suodattimilla. Erittäin immersiivisiä käyttäjäkokemuksia voitaisiin luoda polunseurannalla, joka täyttäisi laajennetun todellisuuden vaatimukset suuresta resoluutiosta riittävän matalassa vasteajassa. Yksi mahdollinen ratkaisu näiden vaatimusten täyttämiseen voisi olla katsekeskeinen polunseuranta, jossa piirron resoluutiota vähennetään katseen reunoilla. Tämän johdosta piirron laatu on katseen reunoilla sekä harvaa että kohinaista, mikä asettaa suuren roolin lopullisen kuvan koostavalle suodattimelle. Tässä työssä esitellään ensimmäinen reaaliajassa toimiva regressionsuodatin. Suodatin on suunniteltu kohinaisille kuville, joissa on yksi polunseurantanäyte pikseliä kohden. Nopea suoritus saavutetaan tiileissä käsittelemällä ja nopealla sovituksen toteutuksella. Lisäksi työssä esitellään Visual-Polar koordinaattiavaruus, joka jakaa polunseurantanäytteet siten, että niiden jakauma seuraa silmän herkkyysmallia. Visual-Polar-avaruuden etu muihin tekniikoiden nähden on että se vähentää työmäärää sekä polunseurannassa että suotimessa. Nämä tekniikat esittelevät toimivan prototyypin katsekeskeisestä polunseurannasta, ja saattavat toimia tienraivaajina laajamittaiselle realistisen reaaliaikaisen polunseurannan käyttöönotolle.Photo-realistic offline rendering is currently done with path tracing, because it naturally produces many real-life light effects such as reflections, refractions and caustics. These effects are hard to achieve with other rendering techniques. However, path tracing in real time is complicated due to its high computational demand. Therefore, current real-time path tracing systems can only generate very noisy estimate of the final frame, which is then denoised with a post-processing reconstruction filter. A path tracing-based rendering system capable of filling the high resolution in the low latency requirements of mixed reality devices would generate a very immersive user experience. One possible solution for fulfilling these requirements could be foveated path tracing, wherein the rendering resolution is reduced in the periphery of the human visual system. The key challenge is that the foveated path tracing in the periphery is both sparse and noisy, placing high demands on the reconstruction filter. This thesis proposes the first regression-based reconstruction filter for path tracing that runs in real time. The filter is designed for highly noisy one sample per pixel inputs. The fast execution is accomplished with blockwise processing and fast implementation of the regression. In addition, a novel Visual-Polar coordinate space which distributes the samples according to the contrast sensitivity model of the human visual system is proposed. The specialty of Visual-Polar space is that it reduces both path tracing and reconstruction work because both of them can be done with smaller resolution. These techniques enable a working prototype of a foveated path tracing system and may work as a stepping stone towards wider commercial adoption of photo-realistic real-time path tracing

    Katseenseurannan sovellukset mielenkiintoisen alueen HEVC-pakkaukselle

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    The increase in video streaming services and video resolutions has exploded the volume of Internet video traffic. New video coding standards, such as High Efficiency Video Coding (HEVC) have been developed to mitigate this inevitable video data explosion with better compression. The aim of video coding is to reduce the video size while maintaining the best possible perceived quality. Region of Interest (ROI) encoding particularly addresses this objective by focusing on the areas that humans would pay the most attention at and encode them with higher quality than the non-ROI areas. Methods for finding the ROI, and video encoding in general, take advantage of the Human Visual System (HVS). Computational HVS models can be used for the ROI detection but all current state-of-the-art models are designed for still images. Eye tracking data can be used for creating and verifying these models, including models suitable for video, which in turn calls for a reliable way to collect eye tracking data. Eye tracking glasses allow the widest range of possible scenarios out of all eye tracking equipment. Therefore, the glasses are used in this work to collect eye tracking data from 41 different videos. The main contribution of this work is to present a real-time system using eye tracking data to enhance the perceived quality of the video. The proposed system makes use of video recorded from the scene camera of the eye tracking glasses and Kvazaar open-source HEVC encoder for video compression. The system was shown to provide better subjective quality over the native rate control algorithm of Kvazaar. The obtained results were evaluated with Eye tracking Weighted PSNR (EWPSNR) that represents the HVS better than traditional PSNR. The system is shown to achieve up to 33% bit rate reduction for the same EWPSNR and on average 5-10% reduction depending on the parameter set. Additionally, the encoding time is improved by 8-20%

    Foveated Video Streaming for Cloud Gaming

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    Video gaming is generally a computationally intensive application and to provide a pleasant user experience specialized hardware like Graphic Processing Units may be required. Computational resources and power consumption are constraints which limit visually complex gaming on, for example, laptops, tablets and smart phones. Cloud gaming may be a possible approach towards providing a pleasant gaming experience on thin clients which have limited computational and energy resources. In a cloud gaming architecture, the game-play video is rendered and encoded in the cloud and streamed to a client where it is displayed. User inputs are captured at the client and streamed back to the server, where they are relayed to the game. High quality of experience requires the streamed video to be of high visual quality which translates to substantial downstream bandwidth requirements. The visual perception of the human eye is non-uniform, being maximum along the optical axis of the eye and dropping off rapidly away from it. This phenomenon, called foveation, makes the practice of encoding all areas of a video frame with the same resolution wasteful. In this thesis, foveated video streaming from a cloud gaming server to a cloud gaming client is investigated. A prototype cloud gaming system with foveated video streaming is implemented. The cloud gaming server of the prototype is configured to encode gameplay video in a foveated fashion based on gaze location data provided by the cloud gaming client. The effect of foveated encoding on the output bitrate of the streamed video is investigated. Measurements are performed using games from various genres and with different player points of view to explore changes in video bitrate with different parameters of foveation. Latencies involved in foveated video streaming for cloud gaming, including latency of the eye tracker used in the thesis, are also briefly discussed

    Efficient image-based rendering

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    Recent advancements in real-time ray tracing and deep learning have significantly enhanced the realism of computer-generated images. However, conventional 3D computer graphics (CG) can still be time-consuming and resource-intensive, particularly when creating photo-realistic simulations of complex or animated scenes. Image-based rendering (IBR) has emerged as an alternative approach that utilizes pre-captured images from the real world to generate realistic images in real-time, eliminating the need for extensive modeling. Although IBR has its advantages, it faces challenges in providing the same level of control over scene attributes as traditional CG pipelines and accurately reproducing complex scenes and objects with different materials, such as transparent objects. This thesis endeavors to address these issues by harnessing the power of deep learning and incorporating the fundamental principles of graphics and physical-based rendering. It offers an efficient solution that enables interactive manipulation of real-world dynamic scenes captured from sparse views, lighting positions, and times, as well as a physically-based approach that facilitates accurate reproduction of the view dependency effect resulting from the interaction between transparent objects and their surrounding environment. Additionally, this thesis develops a visibility metric that can identify artifacts in the reconstructed IBR images without observing the reference image, thereby contributing to the design of an effective IBR acquisition pipeline. Lastly, a perception-driven rendering technique is developed to provide high-fidelity visual content in virtual reality displays while retaining computational efficiency.Jüngste Fortschritte im Bereich Echtzeit-Raytracing und Deep Learning haben den Realismus computergenerierter Bilder erheblich verbessert. Konventionelle 3DComputergrafik (CG) kann jedoch nach wie vor zeit- und ressourcenintensiv sein, insbesondere bei der Erstellung fotorealistischer Simulationen von komplexen oder animierten Szenen. Das bildbasierte Rendering (IBR) hat sich als alternativer Ansatz herauskristallisiert, bei dem vorab aufgenommene Bilder aus der realen Welt verwendet werden, um realistische Bilder in Echtzeit zu erzeugen, so dass keine umfangreiche Modellierung erforderlich ist. Obwohl IBR seine Vorteile hat, ist es eine Herausforderung, das gleiche Maß an Kontrolle über Szenenattribute zu bieten wie traditionelle CG-Pipelines und komplexe Szenen und Objekte mit unterschiedlichen Materialien, wie z.B. transparente Objekte, akkurat wiederzugeben. In dieser Arbeit wird versucht, diese Probleme zu lösen, indem die Möglichkeiten des Deep Learning genutzt und die grundlegenden Prinzipien der Grafik und des physikalisch basierten Renderings einbezogen werden. Sie bietet eine effiziente Lösung, die eine interaktive Manipulation von dynamischen Szenen aus der realen Welt ermöglicht, die aus spärlichen Ansichten, Beleuchtungspositionen und Zeiten erfasst wurden, sowie einen physikalisch basierten Ansatz, der eine genaue Reproduktion des Effekts der Sichtabhängigkeit ermöglicht, der sich aus der Interaktion zwischen transparenten Objekten und ihrer Umgebung ergibt. Darüber hinaus wird in dieser Arbeit eine Sichtbarkeitsmetrik entwickelt, mit der Artefakte in den rekonstruierten IBR-Bildern identifiziert werden können, ohne das Referenzbild zu betrachten, und die somit zur Entwicklung einer effektiven IBR-Erfassungspipeline beiträgt. Schließlich wird ein wahrnehmungsgesteuertes Rendering-Verfahren entwickelt, um visuelle Inhalte in Virtual-Reality-Displays mit hoherWiedergabetreue zu liefern und gleichzeitig die Rechenleistung zu erhalten
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