1,813 research outputs found

    Scene segmentation using similarity, motion and depth based cues

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    Segmentation of complex scenes to aid surveillance is still considered an open research problem. In this thesis a computational model (CM) has been developed to classify a scene into foreground, moving-shadow and background regions. It has been demonstrated how the CM, with the optional use of a channel ratio test, can be applied to demarcate foreground shadow regions in indoor scenes illuminated by a fixed incandescent source of light. A combined approach, involving the CM working in tandem with a traditional motion cue based segmentation method, has also been constructed. In the combined approach, the CM is applied to segregate the foreground shaded regions in a current frame based on a binary mask generated using a standard background subtraction process (BSP). Various popular outlier detection strategies have been investigated to assess their suitabilities in generating a threshold automatically, required to develop a binary mask from a difference frame, the outcome of the BSP. To evaluate the full scope of the pixel labeling capabilities of the CM and to estimate the associated time constraints, the model is deployed for foreground scene segmentation in recorded real-life video streams. The observations made validate the satisfactory performance of the model in most cases. In the second part of the thesis depth based cues have been exploited to perform the task of foreground scene segmentation. An active structured light based depthestimating arrangement has been modeled in the thesis; the choice of modeling an active system over a passive stereovision one has been made to alleviate some of the difficulties associated with the classical correspondence problem. The model developed not only facilitates use of the set-up but also makes possible a method to increase the working volume of the system without explicitly encoding the projected structured pattern. Finally, it is explained how scene segmentation can be accomplished based solely on the structured pattern disparity information, without generating explicit depthmaps. To de-noise the difference frames, generated using the developed method, two median filtering schemes have been implemented. The working of one of the schemes is advocated for practical use and is described in terms of discrete morphological operators, thus facilitating hardware realisation of the method to speed-up the de-noising process

    A Comprehensive Review of Vehicle Detection Techniques Under Varying Moving Cast Shadow Conditions Using Computer Vision and Deep Learning

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    Design of a vision-based traffic analytic system for urban traffic video scenes has a great potential in context of Intelligent Transportation System (ITS). It offers useful traffic-related insights at much lower costs compared to their conventional sensor based counterparts. However, it remains a challenging problem till today due to the complexity factors such as camera hardware constraints, camera movement, object occlusion, object speed, object resolution, traffic flow density, and lighting conditions etc. ITS has many applications including and not just limited to queue estimation, speed detection and different anomalies detection etc. All of these applications are primarily dependent on sensing vehicle presence to form some basis for analysis. Moving cast shadows of vehicles is one of the major problems that affects the vehicle detection as it can cause detection and tracking inaccuracies. Therefore, it is exceedingly important to distinguish dynamic objects from their moving cast shadows for accurate vehicle detection and recognition. This paper provides an in-depth comparative analysis of different traffic paradigm-focused conventional and state-of-the-art shadow detection and removal algorithms. Till date, there has been only one survey which highlights the shadow removal methodologies particularly for traffic paradigm. In this paper, a total of 70 research papers containing results of urban traffic scenes have been shortlisted from the last three decades to give a comprehensive overview of the work done in this area. The study reveals that the preferable way to make a comparative evaluation is to use the existing Highway I, II, and III datasets which are frequently used for qualitative or quantitative analysis of shadow detection or removal algorithms. Furthermore, the paper not only provides cues to solve moving cast shadow problems, but also suggests that even after the advent of Convolutional Neural Networks (CNN)-based vehicle detection methods, the problems caused by moving cast shadows persists. Therefore, this paper proposes a hybrid approach which uses a combination of conventional and state-of-the-art techniques as a pre-processing step for shadow detection and removal before using CNN for vehicles detection. The results indicate a significant improvement in vehicle detection accuracies after using the proposed approach

    Feature-based image patch classification for moving shadow detection

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    Moving object detection is a first step towards many computer vision applications, such as human interaction and tracking, video surveillance, and traffic monitoring systems. Accurate estimation of the target object’s size and shape is often required before higher-level tasks (e.g., object tracking or recog nition) can be performed. However, these properties can be derived only when the foreground object is detected precisely. Background subtraction is a common technique to extract foreground objects from image sequences. The purpose of background subtraction is to detect changes in pixel values within a given frame. The main problem with background subtraction and other related object detection techniques is that cast shadows tend to be misclassified as either parts of the foreground objects (if objects and their cast shadows are bonded together) or independent foreground objects (if objects and shadows are separated). The reason for this phenomenon is the presence of similar characteristics between the target object and its cast shadow, i.e., shadows have similar motion, attitude, and intensity changes as the moving objects that cast them. Detecting shadows of moving objects is challenging because of problem atic situations related to shadows, for example, chromatic shadows, shadow color blending, foreground-background camouflage, nontextured surfaces and dark surfaces. Various methods for shadow detection have been proposed in the liter ature to address these problems. Many of these methods use general-purpose image feature descriptors to detect shadows. These feature descriptors may be effective in distinguishing shadow points from the foreground object in a specific problematic situation; however, such methods often fail to distinguish shadow points from the foreground object in other situations. In addition, many of these moving shadow detection methods require prior knowledge of the scene condi tions and/or impose strong assumptions, which make them excessively restrictive in practice. The aim of this research is to develop an efficient method capable of addressing possible environmental problems associated with shadow detection while simultaneously improving the overall accuracy and detection stability. In this research study, possible problematic situations for dynamic shad ows are addressed and discussed in detail. On the basis of the analysis, a ro bust method, including change detection and shadow detection, is proposed to address these environmental problems. A new set of two local feature descrip tors, namely, binary patterns of local color constancy (BPLCC) and light-based gradient orientation (LGO), is introduced to address the identified problematic situations by incorporating intensity, color, texture, and gradient information. The feature vectors are concatenated in a column-by-column manner to con struct one dictionary for the objects and another dictionary for the shadows. A new sparse representation framework is then applied to find the nearest neighbor of the test image segment by computing a weighted linear combination of the reference dictionary. Image segment classification is then performed based on the similarity between the test image and the sparse representations of the two classes. The performance of the proposed framework on common shadow detec tion datasets is evaluated, and the method shows improved performance com pared with state-of-the-art methods in terms of the shadow detection rate, dis crimination rate, accuracy, and stability. By achieving these significant improve ments, the proposed method demonstrates its ability to handle various problems associated with image processing and accomplishes the aim of this thesis

    A practical vision system for the detection of moving objects

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    The main goal of this thesis is to review and offer robust and efficient algorithms for the detection (or the segmentation) of foreground objects in indoor and outdoor scenes using colour image sequences captured by a stationary camera. For this purpose, the block diagram of a simple vision system is offered in Chapter 2. First this block diagram gives the idea of a precise order of blocks and their tasks, which should be performed to detect moving foreground objects. Second, a check mark () on the top right corner of a block indicates that this thesis contains a review of the most recent algorithms and/or some relevant research about it. In many computer vision applications, segmenting and extraction of moving objects in video sequences is an essential task. Background subtraction has been widely used for this purpose as the first step. In this work, a review of the efficiency of a number of important background subtraction and modelling algorithms, along with their major features, are presented. In addition, two background approaches are offered. The first approach is a Pixel-based technique whereas the second one works at object level. For each approach, three algorithms are presented. They are called Selective Update Using Non-Foreground Pixels of the Input Image , Selective Update Using Temporal Averaging and Selective Update Using Temporal Median , respectively in this thesis. The first approach has some deficiencies, which makes it incapable to produce a correct dynamic background. Three methods of the second approach use an invariant colour filter and a suitable motion tracking technique, which selectively exclude foreground objects (or blobs) from the background frames. The difference between the three algorithms of the second approach is in updating process of the background pixels. It is shown that the Selective Update Using Temporal Median method produces the correct background image for each input frame. Representing foreground regions using their boundaries is also an important task. Thus, an appropriate RLE contour tracing algorithm has been implemented for this purpose. However, after the thresholding process, the boundaries of foreground regions often have jagged appearances. Thus, foreground regions may not correctly be recognised reliably due to their corrupted boundaries. A very efficient boundary smoothing method based on the RLE data is proposed in Chapter 7. It just smoothes the external and internal boundaries of foreground objects and does not distort the silhouettes of foreground objects. As a result, it is very fast and does not blur the image. Finally, the goal of this thesis has been presenting simple, practical and efficient algorithms with little constraints which can run in real time

    Rendering of light shaft and shadow for indoor environments enhancing technique

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    The ray marching methods have become the most attractive method to provide realism in rendering the effects of light scattering in the participating media of numerous applications. This has attracted significant attention from the scientific community. Up-sampling of ray marching methods is suitable to evaluate light scattering effects such as volumetric shadows and light shafts for rendering realistic scenes, but suffers of cost a lot for rendering. Therefore, some encouraging outcomes have been achieved by using down-sampling of ray marching approach to accelerate rendered scenes. However, these methods are inherently prone to artifacts, aliasing and incorrect boundaries due to the reduced number of sample points along view rays. This study proposed a new enhancing technique to render light shafts and shadows taking into consideration the integration light shafts, volumetric shadows, and shadows for indoor environments. This research has three major phases that cover species of the effects addressed in this thesis. The first phase includes the soft volumetric shadows creation technique called Soft Bilateral Filtering Volumetric Shadows (SoftBiF-VS). The soft shadow was created using a new algorithm called Soft Bilateral Filtering Shadow (SBFS). This technique was started by developing an algorithm called Imperfect Multi-View Soft Shadows (IMVSSs) based on down-sampling multiple point lights (DMPLs) and multiple depth maps, which are processed by using bilateral filtering to obtain soft shadows. Then, down-sampling light scattering model was used with (SBFS) to create volumetric shadows, which was improved using cross-bilateral filter to get soft volumetric shadows. In the second phase, soft light shaft was generated using a new technique called Realistic Real-Time Soft Bilateral Filtering Light Shafts (realTiSoftLS). This technique computed the light shaft depending on down-sampling volumetric light model and depth test, and was interpolated by bilateral filtering to gain soft light shafts. Finally, an enhancing technique for integrating all of these effects that represent the third phase of this research was achieved. The performance of the new enhanced technique was evaluated quantitatively and qualitatively a measured using standard dataset. Results from the experiment showed that 63% of the participants gave strong positive responses to this technique of improving realism. From the quantitative evaluation, the results revealed that the technique has dramatically outpaced the stateof- the-art techniques with a speed of 74 fps in improving the performance for indoor environments

    BEYOND THE RECEPTIVE FIELD: AN ANALYSIS OF NATURAL SCENES AND A GEOMETRIC INTERPRETATION OF EFFICIENT CODING STRATEGIES BY THE MAMMALIAN VISUAL SYSTEM

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    In biological and artificial neural networks the response properties of a visual neuron are often described in terms of a two-dimensional response map called the receptive field. This receptive field is intended to capture the basic behavior of a neuron and predict how that neuron will respond to a novel stimulus. However, the receptive field provides a good description of the neuron’s behavior only if the neurons in the network are linear. Neurons in an organism are in fact highly nonlinear, which means their responses are not completely described by their receptive fields. A number of studies have attempted to explain the properties of these neurons in terms of an efficient representation of natural scenes. In this thesis I will demonstrate the hidden computations and interactions a network of neurons performs which are not described by their receptive field. In the first study (Chapter 2), I address an aspect of natural scenes that is rarely considered in discussions of efficient coding. This study explores how the structural properties of an edge relate to the cause of the edge. I will show that neurons at the earliest stages of the visual system rather than just detecting edges (as depicted by their receptive fields) could potentially use these structural properties to identify the causes of an edge. The next three studies (Chapters 3,4, and 5), I explore the non-linear response of neurons. Most neurons in the visual pathway are nonlinear. To account for their behavior, we need an approach that goes beyond the classic receptive field. A variety of different approaches has attempted to explain this behavior. I present a geometric framework which attempts to provide a better description of the nonlinear response properties of neurons in the sparse coding network. I explore the geometric characterization of neurons in the efficient coding mechanisms like gain-control, a “fan equation” model for optimal sparsity, and a cascaded linear-nonlinear model. This geometric approach provides a deeper understanding of why sparse representations (including those of cortical visual neurons) give rise to nonlinear responses. The nonlinearities in artificial neurons are visualized and quantified in terms of the curvature of iso-response surfaces. I show that the magnitude of nonlinearities increases as the overcompleteness of the network increases, even though the linear receptive fields appears to be similar. In the next study (Chapter 6), I explore and define two forms of selectivity based on the curvature of the iso-response surfaces. The first form is “classic selectivity”, which is the stimulus that produces the optimum response from a neuron. The second form is “hyperselectivity” which is defined by the dropoff in response around the optimal stimulus due to the curvature of the isoresponse surfaces. I show that the hyperselectivity is unrelated to the classic selectivity. For example, it is possible for a neuron to be narrowly tuned (hyperselective) to a broadband stimulus. Further, I show that hyperselectivity in a neurons response profile breaks the Gabor-Heisenberg limits. Finally (Chapter 7), I show the effect of different learning rules, enforced by various cost functions used in the sparse coding network, on the response geometry of neurons. I demonstrate how different learning rules affect the interaction between the neurons in three-dimensional networks and the implications these findings have for a better representation of natural scene data in higher dimensions of image state space

    Realistic Visualization of Animated Virtual Cloth

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    Photo-realistic rendering of real-world objects is a broad research area with applications in various different areas, such as computer generated films, entertainment, e-commerce and so on. Within photo-realistic rendering, the rendering of cloth is a subarea which involves many important aspects, ranging from material surface reflection properties and macroscopic self-shadowing to animation sequence generation and compression. In this thesis, besides an introduction to the topic plus a broad overview of related work, different methods to handle major aspects of cloth rendering are described. Material surface reflection properties play an important part to reproduce the look & feel of materials, that is, to identify a material only by looking at it. The BTF (bidirectional texture function), as a function of viewing and illumination direction, is an appropriate representation of reflection properties. It captures effects caused by the mesostructure of a surface, like roughness, self-shadowing, occlusion, inter-reflections, subsurface scattering and color bleeding. Unfortunately a BTF data set of a material consists of hundreds to thousands of images, which exceeds current memory size of personal computers by far. This work describes the first usable method to efficiently compress and decompress a BTF data for rendering at interactive to real-time frame rates. It is based on PCA (principal component analysis) of the BTF data set. While preserving the important visual aspects of the BTF, the achieved compression rates allow the storage of several different data sets in main memory of consumer hardware, while maintaining a high rendering quality. Correct handling of complex illumination conditions plays another key role for the realistic appearance of cloth. Therefore, an upgrade of the BTF compression and rendering algorithm is described, which allows the support of distant direct HDR (high-dynamic-range) illumination stored in environment maps. To further enhance the appearance, macroscopic self-shadowing has to be taken into account. For the visualization of folds and the life-like 3D impression, these kind of shadows are absolutely necessary. This work describes two methods to compute these shadows. The first is seamlessly integrated into the illumination part of the rendering algorithm and optimized for static meshes. Furthermore, another method is proposed, which allows the handling of dynamic objects. It uses hardware-accelerated occlusion queries for the visibility determination. In contrast to other algorithms, the presented algorithm, despite its simplicity, is fast and produces less artifacts than other methods. As a plus, it incorporates changeable distant direct high-dynamic-range illumination. The human perception system is the main target of any computer graphics application and can also be treated as part of the rendering pipeline. Therefore, optimization of the rendering itself can be achieved by analyzing human perception of certain visual aspects in the image. As a part of this thesis, an experiment is introduced that evaluates human shadow perception to speedup shadow rendering and provides optimization approaches. Another subarea of cloth visualization in computer graphics is the animation of the cloth and avatars for presentations. This work also describes two new methods for automatic generation and compression of animation sequences. The first method to generate completely new, customizable animation sequences, is based on the concept of finding similarities in animation frames of a given basis sequence. Identifying these similarities allows jumps within the basis sequence to generate endless new sequences. Transmission of any animated 3D data over bandwidth-limited channels, like extended networks or to less powerful clients requires efficient compression schemes. The second method included in this thesis in the animation field is a geometry data compression scheme. Similar to the BTF compression, it uses PCA in combination with clustering algorithms to segment similar moving parts of the animated objects to achieve high compression rates in combination with a very exact reconstruction quality.Realistische Visualisierung von animierter virtueller Kleidung Das photorealistisches Rendering realer Gegenstände ist ein weites Forschungsfeld und hat Anwendungen in vielen Bereichen. Dazu zählen Computer generierte Filme (CGI), die Unterhaltungsindustrie und E-Commerce. Innerhalb dieses Forschungsbereiches ist das Rendern von photorealistischer Kleidung ein wichtiger Bestandteil. Hier reichen die wichtigen Aspekte, die es zu berücksichtigen gilt, von optischen Materialeigenschaften über makroskopische Selbstabschattung bis zur Animationsgenerierung und -kompression. In dieser Arbeit wird, neben der Einführung in das Thema, ein weiter Überblick über ähnlich gelagerte Arbeiten gegeben. Der Schwerpunkt der Arbeit liegt auf den wichtigen Aspekten der virtuellen Kleidungsvisualisierung, die oben beschrieben wurden. Die optischen Reflektionseigenschaften von Materialoberflächen spielen eine wichtige Rolle, um das so genannte look & feel von Materialien zu charakterisieren. Hierbei kann ein Material vom Nutzer identifiziert werden, ohne dass er es direkt anfassen muss. Die BTF (bidirektionale Texturfunktion)ist eine Funktion die abhängig von der Blick- und Beleuchtungsrichtung ist. Daher ist sie eine angemessene Repräsentation von Reflektionseigenschaften. Sie enthält Effekte wie Rauheit, Selbstabschattungen, Verdeckungen, Interreflektionen, Streuung und Farbbluten, die durch die Mesostruktur der Oberfläche hervorgerufen werden. Leider besteht ein BTF Datensatz eines Materials aus hunderten oder tausenden von Bildern und sprengt damit herkömmliche Hauptspeicher in Computern bei weitem. Diese Arbeit beschreibt die erste praktikable Methode, um BTF Daten effizient zu komprimieren, zu speichern und für Echtzeitanwendungen zum Visualisieren wieder zu dekomprimieren. Die Methode basiert auf der Principal Component Analysis (PCA), die Daten nach Signifikanz ordnet. Während die PCA die entscheidenen visuellen Aspekte der BTF erhält, können mit ihrer Hilfe Kompressionsraten erzielt werden, die es erlauben mehrere BTF Materialien im Hauptspeicher eines Consumer PC zu verwalten. Dies erlaubt ein High-Quality Rendering. Korrektes Verwenden von komplexen Beleuchtungssituationen spielt eine weitere, wichtige Rolle, um Kleidung realistisch erscheinen zu lassen. Daher wird zudem eine Erweiterung des BTF Kompressions- und Renderingalgorithmuses erläutert, die den Einsatz von High-Dynamic Range (HDR) Beleuchtung erlaubt, die in environment maps gespeichert wird. Um die realistische Erscheinung der Kleidung weiter zu unterstützen, muss die makroskopische Selbstabschattung integriert werden. Für die Visualisierung von Falten und den lebensechten 3D Eindruck ist diese Art von Schatten absolut notwendig. Diese Arbeit beschreibt daher auch zwei Methoden, diese Schatten schnell und effizient zu berechnen. Die erste ist nahtlos in den Beleuchtungspart des obigen BTF Renderingalgorithmuses integriert und für statische Geometrien optimiert. Die zweite Methode behandelt dynamische Objekte. Dazu werden hardwarebeschleunigte Occlusion Queries verwendet, um die Sichtbarkeitsberechnung durchzuführen. Diese Methode ist einerseits simpel und leicht zu implementieren, anderseits ist sie schnell und produziert weniger Artefakte, als vergleichbare Methoden. Zusätzlich ist die Verwendung von veränderbarer, entfernter HDR Beleuchtung integriert. Das menschliche Wahrnehmungssystem ist das eigentliche Ziel jeglicher Anwendung in der Computergrafik und kann daher selbst als Teil einer erweiterten Rendering Pipeline gesehen werden. Daher kann das Rendering selbst optimiert werden, wenn man die menschliche Wahrnehmung verschiedener visueller Aspekte der berechneten Bilder analysiert. Teil der vorliegenden Arbeit ist die Beschreibung eines Experimentes, das menschliche Schattenwahrnehmung untersucht, um das Rendern der Schatten zu beschleunigen. Ein weiteres Teilgebiet der Kleidungsvisualisierung in der Computergrafik ist die Animation der Kleidung und von Avataren für Präsentationen. Diese Arbeit beschreibt zwei neue Methoden auf diesem Teilgebiet. Einmal ein Algorithmus, der für die automatische Generierung neuer Animationssequenzen verwendet werden kann und zum anderen einen Kompressionsalgorithmus für eben diese Sequenzen. Die automatische Generierung von völlig neuen, anpassbaren Animationen basiert auf dem Konzept der Ähnlichkeitssuche. Hierbei werden die einzelnen Schritte von gegebenen Basisanimationen auf Ähnlichkeiten hin untersucht, die zum Beispiel die Geschwindigkeiten einzelner Objektteile sein können. Die Identifizierung dieser Ähnlichkeiten erlaubt dann Sprünge innerhalb der Basissequenz, die dazu benutzt werden können, endlose, neue Sequenzen zu erzeugen. Die Übertragung von animierten 3D Daten über bandbreitenlimitierte Kanäle wie ausgedehnte Netzwerke, Mobilfunk oder zu sogenannten thin clients erfordert eine effiziente Komprimierung. Die zweite, in dieser Arbeit vorgestellte Methode, ist ein Kompressionsschema für Geometriedaten. Ähnlich wie bei der Kompression von BTF Daten wird die PCA in Verbindung mit Clustering benutzt, um die animierte Geometrie zu analysieren und in sich ähnlich bewegende Teile zu segmentieren. Diese erkannten Segmente lassen sich dann hoch komprimieren. Der Algorithmus arbeitet automatisch und erlaubt zudem eine sehr exakte Rekonstruktionsqualität nach der Dekomprimierung

    Programmable Image-Based Light Capture for Previsualization

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    Previsualization is a class of techniques for creating approximate previews of a movie sequence in order to visualize a scene prior to shooting it on the set. Often these techniques are used to convey the artistic direction of the story in terms of cinematic elements, such as camera movement, angle, lighting, dialogue, and character motion. Essentially, a movie director uses previsualization (previs) to convey movie visuals as he sees them in his minds-eye . Traditional methods for previs include hand-drawn sketches, Storyboards, scaled models, and photographs, which are created by artists to convey how a scene or character might look or move. A recent trend has been to use 3D graphics applications such as video game engines to perform previs, which is called 3D previs. This type of previs is generally used prior to shooting a scene in order to choreograph camera or character movements. To visualize a scene while being recorded on-set, directors and cinematographers use a technique called On-set previs, which provides a real-time view with little to no processing. Other types of previs, such as Technical previs, emphasize accurately capturing scene properties but lack any interactive manipulation and are usually employed by visual effects crews and not for cinematographers or directors. This dissertation\u27s focus is on creating a new method for interactive visualization that will automatically capture the on-set lighting and provide interactive manipulation of cinematic elements to facilitate the movie maker\u27s artistic expression, validate cinematic choices, and provide guidance to production crews. Our method will overcome the drawbacks of the all previous previs methods by combining photorealistic rendering with accurately captured scene details, which is interactively displayed on a mobile capture and rendering platform. This dissertation describes a new hardware and software previs framework that enables interactive visualization of on-set post-production elements. A three-tiered framework, which is the main contribution of this dissertation is; 1) a novel programmable camera architecture that provides programmability to low-level features and a visual programming interface, 2) new algorithms that analyzes and decomposes the scene photometrically, and 3) a previs interface that leverages the previous to perform interactive rendering and manipulation of the photometric and computer generated elements. For this dissertation we implemented a programmable camera with a novel visual programming interface. We developed the photometric theory and implementation of our novel relighting technique called Symmetric lighting, which can be used to relight a scene with multiple illuminants with respect to color, intensity and location on our programmable camera. We analyzed the performance of Symmetric lighting on synthetic and real scenes to evaluate the benefits and limitations with respect to the reflectance composition of the scene and the number and color of lights within the scene. We found that, since our method is based on a Lambertian reflectance assumption, our method works well under this assumption but that scenes with high amounts of specular reflections can have higher errors in terms of relighting accuracy and additional steps are required to mitigate this limitation. Also, scenes which contain lights whose colors are a too similar can lead to degenerate cases in terms of relighting. Despite these limitations, an important contribution of our work is that Symmetric lighting can also be leveraged as a solution for performing multi-illuminant white balancing and light color estimation within a scene with multiple illuminants without limits on the color range or number of lights. We compared our method to other white balance methods and show that our method is superior when at least one of the light colors is known a priori

    Visibility-Based Optimizations for Image Synthesis

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