488 research outputs found
Image Sampling with Quasicrystals
We investigate the use of quasicrystals in image sampling. Quasicrystals
produce space-filling, non-periodic point sets that are uniformly discrete and
relatively dense, thereby ensuring the sample sites are evenly spread out
throughout the sampled image. Their self-similar structure can be attractive
for creating sampling patterns endowed with a decorative symmetry. We present a
brief general overview of the algebraic theory of cut-and-project quasicrystals
based on the geometry of the golden ratio. To assess the practical utility of
quasicrystal sampling, we evaluate the visual effects of a variety of
non-adaptive image sampling strategies on photorealistic image reconstruction
and non-photorealistic image rendering used in multiresolution image
representations. For computer visualization of point sets used in image
sampling, we introduce a mosaic rendering technique.Comment: For a full resolution version of this paper, along with supplementary
materials, please visit at
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Real-time Photorealistic Visualisation of Large-scaleMultiresolution Terrain Models
Height field terrain rendering is an important aspect of GIS, outdoor virtual reality applicationssuch as flight simulation, 3-D games, etc. A polygonal model of very large terrain data requiresa large number of triangles. So, even most high-performance graphics workstations have greatdifficulty to display even moderately sized height fields at interactive frame rates. To bringphotorealism in visualisation, it is required to drape corresponding high-resolution satellite oraerial phototexture over 3-D digital terrain and also to place multiple collections of point-location-based static objects such as buildings, trees, etc and to overlay polyline vector objects suchas roads on top of the terrain surface. It further complicates the requirement of interactive framerates while navigation over the terrain. This paper describes a novel approach for objects andterrain visualisation by combination of two algorithms, one for terrain data and the other forobjects. The terrain rendering is accomplished by an efficient dynamic multiresolution view-dependent level-of-detail mesh simplification algorithm. It is augmented with out-of-corevisualisation of large-height geometry and phototexture terrain data populated with 3-D/2-Dstatic objects as well as vector overlays without extensive memory load. The proposedmethodology provides interactive frame rates on a general-purpose desktop PC with OpenGL-enabled graphics hardware. The software TREND has been successfully tested on different real-world height maps and satellite phototextures of sizes up to 16K*16K coupled with thousandsof static objects and polyline vector overlays
Marker hiding methods: Applications in augmented reality
© 2015 Taylor & Francis Group, LLC.In augmented reality, the markers are noticeable by their simple design of a rectangular image with black and white areas that disturb the reality of the overall view. As the markerless techniques are not usually robust enough, hiding the markers has a valuable usage, which many researchers have focused on. Categorizing the marker hiding methods is the main motivation of this study, which explains each of them in detail and discusses the advantages and shortcomings of each. The main ideas, enhancements, and future works of the well-known techniques are also comprehensively summarized and analyzed in depth. The main goal of this study is to provide researchers who are interested in markerless or hiding-marker methods an easier approach for choosing the method that is best suited to their aims. This work reviews the different methods that hide the augmented reality marker by using information from its surrounding area. These methods have considerable differences in their smooth continuation of the textures that hide the marker area as well as their performance to hide the augmented reality marker in real time. It is also hoped that our analysis helps researchers find solutions to the drawbacks of each method. © 201
Mobile graphics: SIGGRAPH Asia 2017 course
Peer ReviewedPostprint (published version
Photo Based 3D Walkthrough
The objective of 'Photo Based 3D Walkthrough' is to understand how image-based
rendering technology is used to create virtual environment and to develop aprototype
system which is capable ofproviding real-time 3D walkthrough experience by solely
using 2D images. Photo realism has always been an aim of computer graphics in
virtual environment. Traditional graphics needs a great amount of works and time to
construct a detailed 3D model andscene. Despite the tedious works in constructing the
3D models andscenes, a lot ofefforts need to beput in to render the constructed 3D
models and scenes to enhance the level of realism. Traditional geometry-based
rendering systems fall short ofsimulating the visual realism of a complex environment
and are unable to capture and store a sampled representation ofa large environment
with complex lighting and visibility effects. Thus, creating a virtual walkthrough ofa
complex real-world environment remains one of the most challenging problems in
computer graphics. Due to the various disadvantages of the traditional graphics and
geometry-based rendering systems, image-based rendering (IBR) has been introduced
recently to overcome the above problems. In this project, a research will be carried out
to create anIBR virtual walkthrough by using only OpenGL and C++program without
the use of any game engine or QuickTime VR function. Normal photographs (not
panoramic photographs) are used as the source material in creating the virtual scene
and keyboard is used asthe main navigation tool in the virtual environment. The quality
ofthe virtual walkthrough prototype constructed isgood withjust a littlejerkiness
Characterizing and Improving Stability in Neural Style Transfer
Recent progress in style transfer on images has focused on improving the
quality of stylized images and speed of methods. However, real-time methods are
highly unstable resulting in visible flickering when applied to videos. In this
work we characterize the instability of these methods by examining the solution
set of the style transfer objective. We show that the trace of the Gram matrix
representing style is inversely related to the stability of the method. Then,
we present a recurrent convolutional network for real-time video style transfer
which incorporates a temporal consistency loss and overcomes the instability of
prior methods. Our networks can be applied at any resolution, do not re- quire
optical flow at test time, and produce high quality, temporally consistent
stylized videos in real-time
Image Sampling with Quasicrystals
We investigate the use of quasicrystals in image sampling. Quasicrystals produce space-filling, non-periodic point sets that are uniformly discrete and relatively dense, thereby ensuring the sample sites are evenly spread out throughout the sampled image. Their self-similar structure can be attractive for creating sampling patterns endowed with a decorative symmetry. We present a brief general overview of the algebraic theory of cut-and-project quasicrystals based on the geometry of the golden ratio. To assess the practical utility of quasicrystal sampling, we evaluate the visual effects of a variety of non-adaptive image sampling strategies on photorealistic image reconstruction and non-photorealistic image rendering used in multiresolution image representations. For computer visualization of point sets used in image sampling, we introduce a mosaic rendering technique
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