25 research outputs found
Integrating colour correction algorithms
Digital cameras sense colour different than the human visual system (HVS). Digital cameras sense colour using imaging sensor, whereas the HVS senses colour using the cone photoreceptors in our retina. Each digital camera model has its own device specific spectral sensitivity function. It is therefore necessary to convert the device specific colour responses of an imaging sensor to values that are related to the HVS. This process is typically referred to as colour correction, and it is common to the image processing pipeline across all cameras.
In this thesis, we explore the topic of colour correction for digital cameras. Colour correction algorithms establish the mapping between device specific responses of the camera with HVS related colour responses. Colour correction algorithms typically need to be trained with datasets. During the training process, we adjust the parameters of the colour correction algorithm, in order to minimise the fitting error between the device specific responses and the corresponding HVS responses.
In this thesis, we first show that the choice of the training dataset affects the performance of the colour correction algorithm. Then, we propose to circumvent this problem by considering a reflectance dataset as a set of samples of a much larger reflectance space. We approximate the convex closure of the reflectance dataset in the reflectance space using a hypercube. Finally we integrate over this hypercube in order to calculate a matrix for linear colour correction. By computing the linear colour correction matrix this way, we are able to fill in the gap within a reflectance dataset.
We then expand upon the idea of reflectance space further, by allowing all possible reflectances. We explore an alternative formulation of Maximum Ignorance with Positivity (MIP) colour correction. Our alternative formulation allows us to develop a polynomial variant of the concept. Polynomial MIP colour correction is far more complex thant MIP colour correction in terms of formulation. Our contribution is theoretically interesting, however practically, it delivers poorer performance
Compression, Modeling, and Real-Time Rendering of Realistic Materials and Objects
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
Variational models for color image processing in the RGB space inspired by human vision Mémoire d'Habilitation a Diriger des Recherches dans la spécialité Mathématiques
La recherche que j'ai développée jusqu'à maintenant peut être divisée en quatre catégories principales : les modèles variationnels pourla correction de la couleur basée sur la perception humaine, le transfert d'histogrammes, le traitement d'images à haute gammedynamique et les statistiques d'images naturelles en couleur. Les sujets ci-dessus sont très inter-connectés car la couleur est un sujetfortement inter-disciplinaire
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Perceptual models for high-refresh-rate rendering
Rendering realistic images requires substantial computational power. With new high-refresh-rate displays as well as the renaissance of virtual reality (VR) and augmented reality (AR), one cannot expect that GPU performance will scale fast enough to meet the requirements of immersive photo-realistic rendering with current rendering techniques.
In this dissertation, I follow the dual of the well-known computer vision approach: vision is inverse graphics: to improve graphical algorithms, I consider the operation of the human visual system. I propose to model and exploit the limitations of the visual system in the context of novel high-refresh-rate displays; specifically, I focus on spatio-temporal perception, a topic that has received remarkably less attention than spatial-only perception so far.
I present three main contributions. First, I demonstrate the validity of the perceptual approach by presenting a conceptually simple rendering technique motivated by our eyes' limited sensitivity to high spatio-temporal change which reduces the rendering load and transmission requirement of current-generation VR headsets without introducing perceivable visual artefacts. Second, I present two visual models related to motion perception: (a) a metric for detecting flicker; and (b) a comprehensive visual model to predict perceived motion quality on monitors with arbitrary refresh rates and monitor resolutions. Third, I propose an adaptive rendering algorithm that utilises the proposed models. All algorithms operate on physical colorimetric units (instead of display-referenced pixel values), for which I provide the appropriate display measurements and models. All proposed algorithms and visual models are calibrated and validated with psychophysical experiments
Proceedings experiencing light 2009 : international conference on the effects of light on welbeing
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Proceedings experiencing light 2009 : international conference on the effects of light on welbeing
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Advanced Underground Space Technology
The recent development of underground space technology makes underground space a potential and feasible solution to climate change, energy shortages, the growing population, and the demands on urban space. Advances in material science, information technology, and computer science incorporating traditional geotechnical engineering have been extensively applied to sustainable and resilient underground space applications. The aim of this Special Issue, entitled “Advanced Underground Space Technology”, is to gather original fundamental and applied research related to the design, construction, and maintenance of underground space