10 research outputs found

    Sun position estimation and tracking for virtual object placement in time-lapse videos

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    Realistic illumination of virtual objects placed in real videos is important in terms of achieving visual coherence. We propose a novel approach for illumination estimation on time-lapse videos and seamlessly insert virtual objects in these videos in a visually consistent way. The proposed approach works for both outdoor and indoor environments where the main light source is the Sun. We first modify an existing illumination estimation method that aims to obtain sparse radiance map of the environment in order to estimate the initial Sun position. We then track the hard ground shadows on the time-lapse video by using an energy-based pixel-wise method. The proposed method aims to track the shadows by utilizing the energy values of the pixels that forms them. We tested the method on various time-lapse videos recorded in outdoor and indoor environments and obtained successful results. 漏 2016, Springer-Verlag London

    Graphics Insertions into Real Video for Market Research

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    Leaming Visual Appearance: Perception, Modeling and Editing.

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    La apariencia visual determina como entendemos un objecto o imagen, y, por tanto, es un aspecto fundamental en la creaci贸n de contenido digital. Es un t茅rmino general, englobando otros como la apariencia de los materiales, definida como la impresi贸n que tenemos de un material, y la cual supone una interacci贸n f铆sica entre luz y materia, y como nuestro sistema visual es capaz de percibirla. Sin embargo, modelar computacionalmente el comportamiento de nuestro sistema visual es una tarea dif铆cil, entre otros motivos porque no existe una teor铆a definitiva y unificada sobre la percepci贸n visual humana. Adem谩s, aunque hemos desarrollado algoritmos capaces de modelar fehacientemente la interacci贸n entre luz y materia, existe una desconexi贸n entre los par谩metros f铆sicos que usan estos algoritmos, y los par谩metros perceptuales que el sistema visual humano entiende. Esto hace que manipular estas representaciones f铆sicas, y sus interacciones, sea una tarea tediosa y costosa, incluso para usuarios expertos. Esta tesis busca mejorar nuestra comprensi贸n de la percepci贸n de la apariencia de materiales y usar dicho conocimiento para mejorar los algoritmos existentes para la generaci贸n de contenido visual. Espec铆ficamente, la tesis tiene contribuciones en tres 谩reas: proponiendo nuevos modelos computacionales para medir la similitud de apariencia; investigando la interacci贸n entre iluminaci贸n y geometr铆a; y desarrollando aplicaciones intuitivas para la manipulaci贸n de apariencia, en concreto, para el re-iluminado de humanos y para editar la apariencia de materiales.Una primera parte de la tesis explora m茅todos para medir la similaridad de apariencia. Ser capaces de medir c贸mo de similares son dos materiales, o im谩genes, es un problema cl谩sico en campos de la computaci贸n visual como visi贸n por computador o inform谩tica gr谩fica. Abordamos primero el problema de similaridad en la apariencia de materiales. Proponemos un m茅todo basado en deep learning que combina im谩genes con juicios subjetivos sobre la similitud de materiales, recogidos mediante estudios de usuario. Por otro lado, se explora el problema de la similaridad entre iconos. En este segundo caso, se hace uso de redes neuronales siamesas, y el estilo y la identidad que dan los artistas juega un papel clave en dicha medida de similaridad. La segunda parte avanza en la comprensi贸n de c贸mo los factores de confusi贸n (confounding factors) afectan a nuestra percepci贸n de la apariencia de los materiales. Dos factores de confusi贸n claves son la geometr铆a de los objetos y la iluminaci贸n de la escena. Comenzamos investigando el efecto de dichos factores a la hora de reconocer los materiales a trav茅s de diversos experimentos y estudios estad铆sticos. Tambi茅n investigamos el efecto del movimiento del objeto en la percepci贸n de la apariencia de materiales.En la tercera parte exploramos aplicaciones intuitivas para la manipulaci贸n de la apariencia visual. Primero, abordamos el problema de la re-iluminaci贸n de humanos. Proponemos una nueva formulaci贸n del problema, y bas谩ndonos en ella, se dise帽a y entrena un modelo basado en redes neuronales profundas para re-iluminar una escena. Por 煤ltimo, abordamos el problema de la edici贸n intuitiva de materiales. Para ello, recopilamos juicios humanos sobre la percepci贸n de diferentes atributos y presentamos un modelo, basado en redes neuronales profundas, capaz de editar materiales de forma realista simplemente variando el valor de los atributos recogidos.<br /

    Cross-dimensional Analysis for Improved Scene Understanding

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    Visual data have taken up an increasingly large role in our society. Most people have instant access to a high quality camera in their pockets, and we are taking more pictures than ever before. Meanwhile, through the advent of better software and hardware, the prevalence of 3D data is also rapidly expanding, and demand for data and analysis methods is burgeoning in a wide range of industries. The amount of information about the world implicitly contained in this stream of data is staggering. However, as these images and models are created in uncontrolled circumstances, the extraction of any structured information from the unstructured pixels and vertices is highly non-trivial. To aid this process, we note that the 2D and 3D data modalities are similar in content, but intrinsically different in form. Exploiting their complementary nature, we can investigate certain problems in a cross-dimensional fashion - for example, where 2D lacks expressiveness, 3D can supplement it; where 3D lacks quality, 2D can provide it. In this thesis, we explore three analysis tasks with this insight as our point of departure. First, we show that by considering the tasks of 2D and 3D retrieval jointly we can improve performance of 3D retrieval while simultaneously enabling interesting new ways of exploring 2D retrieval results. Second, we discuss a compact representation of indoor scenes called a "scene map", which represents the objects in a scene using a top-down map of object locations. We propose a method for automatically extracting such scene maps from single 2D images using a database of 3D models for training. Finally, we seek to convert single 2D images to full 3D scenes using a database of 3D models as input. Occlusion is handled by modelling object context explicitly, allowing us to identify and pose objects that would otherwise be too occluded to make inferences about. For all three tasks, we show the utility of our cross-dimensional insight by evaluating each method extensively and showing favourable performance over baseline methods

    Multiple Light Source Estimation in a Single Image

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    Many high-level image processing tasks require an estimate of the positions, directions and relative intensities of the light sources that illuminated the depicted scene. In image-based rendering, augmented reality and computer vision, such tasks include matching image contents based on illumination, inserting rendered synthetic objects into a natural image, intrinsic images, shape from shading and image relighting. Yet, accurate and robust illumination estimation, particularly from a single image, is a highly ill-posed problem. In this paper, we present a new method to estimate the illumination in a single image as a combination of achromatic lights with their 3D directions and relative intensities. In contrast to previous methods, we base our azimuth angle estimation on curve fitting and recursive refinement of the number of light sources. Similarly, we present a novel surface normal approximation using an osculating arc for the estimation of zenith angles. By means of a new data set of ground-truth data and images, we demonstrate that our approach produces more robust and accurate results, and show its versatility through novel applications such as image compositing and analysis
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