714 research outputs found

    Blickpunktabhängige Computergraphik

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    Contemporary digital displays feature multi-million pixels at ever-increasing refresh rates. Reality, on the other hand, provides us with a view of the world that is continuous in space and time. The discrepancy between viewing the physical world and its sampled depiction on digital displays gives rise to perceptual quality degradations. By measuring or estimating where we look, gaze-contingent algorithms aim at exploiting the way we visually perceive to remedy visible artifacts. This dissertation presents a variety of novel gaze-contingent algorithms and respective perceptual studies. Chapter 4 and 5 present methods to boost perceived visual quality of conventional video footage when viewed on commodity monitors or projectors. In Chapter 6 a novel head-mounted display with real-time gaze tracking is described. The device enables a large variety of applications in the context of Virtual Reality and Augmented Reality. Using the gaze-tracking VR headset, a novel gaze-contingent render method is described in Chapter 7. The gaze-aware approach greatly reduces computational efforts for shading virtual worlds. The described methods and studies show that gaze-contingent algorithms are able to improve the quality of displayed images and videos or reduce the computational effort for image generation, while display quality perceived by the user does not change.Moderne digitale Bildschirme ermöglichen immer höhere Auflösungen bei ebenfalls steigenden Bildwiederholraten. Die Realität hingegen ist in Raum und Zeit kontinuierlich. Diese Grundverschiedenheit führt beim Betrachter zu perzeptuellen Unterschieden. Die Verfolgung der Aug-Blickrichtung ermöglicht blickpunktabhängige Darstellungsmethoden, die sichtbare Artefakte verhindern können. Diese Dissertation trägt zu vier Bereichen blickpunktabhängiger und wahrnehmungstreuer Darstellungsmethoden bei. Die Verfahren in Kapitel 4 und 5 haben zum Ziel, die wahrgenommene visuelle Qualität von Videos für den Betrachter zu erhöhen, wobei die Videos auf gewöhnlicher Ausgabehardware wie z.B. einem Fernseher oder Projektor dargestellt werden. Kapitel 6 beschreibt die Entwicklung eines neuartigen Head-mounted Displays mit Unterstützung zur Erfassung der Blickrichtung in Echtzeit. Die Kombination der Funktionen ermöglicht eine Reihe interessanter Anwendungen in Bezug auf Virtuelle Realität (VR) und Erweiterte Realität (AR). Das vierte und abschließende Verfahren in Kapitel 7 dieser Dissertation beschreibt einen neuen Algorithmus, der das entwickelte Eye-Tracking Head-mounted Display zum blickpunktabhängigen Rendern nutzt. Die Qualität des Shadings wird hierbei auf Basis eines Wahrnehmungsmodells für jeden Bildpixel in Echtzeit analysiert und angepasst. Das Verfahren hat das Potenzial den Berechnungsaufwand für das Shading einer virtuellen Szene auf ein Bruchteil zu reduzieren. Die in dieser Dissertation beschriebenen Verfahren und Untersuchungen zeigen, dass blickpunktabhängige Algorithmen die Darstellungsqualität von Bildern und Videos wirksam verbessern können, beziehungsweise sich bei gleichbleibender Bildqualität der Berechnungsaufwand des bildgebenden Verfahrens erheblich verringern lässt

    Aerial Vehicles

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    This book contains 35 chapters written by experts in developing techniques for making aerial vehicles more intelligent, more reliable, more flexible in use, and safer in operation.It will also serve as an inspiration for further improvement of the design and application of aeral vehicles. The advanced techniques and research described here may also be applicable to other high-tech areas such as robotics, avionics, vetronics, and space

    Towards Smarter Fluorescence Microscopy: Enabling Adaptive Acquisition Strategies With Optimized Photon Budget

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    Fluorescence microscopy is an invaluable technique for studying the intricate process of organism development. The acquisition process, however, is associated with the fundamental trade-off between the quality and reliability of the acquired data. On one hand, the goal of capturing the development in its entirety, often times across multiple spatial and temporal scales, requires extended acquisition periods. On the other hand, high doses of light required for such experiments are harmful for living samples and can introduce non-physiological artifacts in the normal course of development. Conventionally, a single set of acquisition parameters is chosen in the beginning of the acquisition and constitutes the experimenter’s best guess of the overall optimal configuration within the aforementioned trade-off. In the paradigm of adaptive microscopy, in turn, one aims at achieving more efficient photon budget distribution by dynamically adjusting the acquisition parameters to the changing properties of the sample. In this thesis, I explore the principles of adaptive microscopy and propose a range of improvements for two real imaging scenarios. Chapter 2 summarizes the design and implementation of an adaptive pipeline for efficient observation of the asymmetrically dividing neurogenic progenitors in Zebrafish retina. In the described approach the fast and expensive acquisition mode is automatically activated only when the mitotic cells are present in the field of view. The method illustrates the benefits of the adaptive acquisition in the common scenario of the individual events of interest being sparsely distributed throughout the duration of the acquisition. Chapter 3 focuses on computational aspects of segmentation-based adaptive schemes for efficient acquisition of the developing Drosophila pupal wing. Fast sample segmentation is shown to provide a valuable output for the accurate evaluation of the sample morphology and dynamics in real time. This knowledge proves instrumental for adjusting the acquisition parameters to the current properties of the sample and reducing the required photon budget with minimal effects to the quality of the acquired data. Chapter 4 addresses the generation of synthetic training data for learning-based methods in bioimage analysis, making them more practical and accessible for smart microscopy pipelines. State-of-the-art deep learning models trained exclusively on the generated synthetic data are shown to yield powerful predictions when applied to the real microscopy images. In the end, in-depth evaluation of the segmentation quality of both real and synthetic data-based models illustrates the important practical aspects of the approach and outlines the directions for further research

    Data analytics 2016: proceedings of the fifth international conference on data analytics

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    X-ray computed tomography

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    X-ray computed tomography (CT) can reveal the internal details of objects in three dimensions non-destructively. In this Primer, we outline the basic principles of CT and describe the ways in which a CT scan can be acquired using X-ray tubes and synchrotron sources, including the different possible contrast modes that can be exploited. We explain the process of computationally reconstructing three-dimensional (3D) images from 2D radiographs and how to segment the 3D images for subsequent visualization and quantification. Whereas CT is widely used in medical and heavy industrial contexts at relatively low resolutions, here we focus on the application of higher resolution X-ray CT across science and engineering. We consider the application of X-ray CT to study subjects across the materials, metrology and manufacturing, engineering, food, biological, geological and palaeontological sciences. We examine how CT can be used to follow the structural evolution of materials in three dimensions in real time or in a time-lapse manner, for example to follow materials manufacturing or the in-service behaviour and degradation of manufactured components. Finally, we consider the potential for radiation damage and common sources of imaging artefacts, discuss reproducibility issues and consider future advances and opportunities

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Modeling the Human Visuo-Motor System for Remote-Control Operation

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    University of Minnesota Ph.D. dissertation. 2018. Major: Computer Science. Advisors: Nikolaos Papanikolopoulos, Berenice Mettler. 1 computer file (PDF); 172 pages.Successful operation of a teleoperated miniature rotorcraft relies on capabilities including guidance, trajectory following, feedback control, and environmental perception. For many operating scenarios fragile automation systems are unable to provide adequate performance. In contrast, human-in-the-loop systems demonstrate an ability to adapt to changing and complex environments, stability in control response, high level goal selection and planning, and the ability to perceive and process large amounts of information. Modeling the perceptual processes of the human operator provides the foundation necessary for a systems based approach to the design of control and display systems used by remotely operated vehicles. In this work we consider flight tasks for remotely controlled miniature rotorcraft operating in indoor environments. Operation of agile robotic systems in three dimensional spaces requires a detailed understanding of the perceptual aspects of the problem as well as knowledge of the task and models of the operator response. When modeling the human-in-the-loop the dynamics of the vehicle, environment, and human perception-action are tightly coupled in space and time. The dynamic response of the overall system emerges from the interplay of perception and action. The main questions to be answered in this work are: i) what approach does the human operator implement when generating a control and guidance response? ii) how is information about the vehicle and environment extracted by the human? iii) can the gaze patterns of the pilot be decoded to provide information for estimation and control? In relation to existing research this work differs by focusing on fast acting dynamic systems in multiple dimensions and investigating how the gaze can be exploited to provide action-relevant information. To study human-in-the-loop systems the development and integration of the experimental infrastructure is described. Utilizing the infrastructure, a theoretical framework for computational modeling of the human pilot’s perception-action is proposed and verified experimentally. The benefits of the human visuo-motor model are demonstrated through application examples where the perceptual and control functions of a teleoperation system are augmented to reduce workload and provide a more natural human-machine interface
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