31,992 research outputs found

    On the rendering and post-processing of simplified dynamic light fields with depth information

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    This paper studies the rendering and post-processing of a dynamic image-based representation called the simplified dynamic light fields (SDLF) (or plenoptic videos) with depth information. The user viewpoints are limited to a camera line to simplify the capturing and compression processes. By associating each image pixel with its depth value, methods for improving the rendering quality and detecting occlusions are proposed. Due to the limited sampling at depth discontinuities, adaptive lowpass filtering is applied to the detected occluded regions near object boundaries in order to suppress the aliasing artifacts. Rendering results using computer-generated images show that considerable improvement in rendering quality even for dynamic scenes with large depth variations.published_or_final_versio

    An object-based approach to plenoptic videos

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    This paper proposes an object-based approach to plenoptic videos, where the plenoptic video sequences are segmented into image-based rendering (IBR) objects each with its image sequence, depth map and other relevant information such as shape information. This allows desirable functionalities such as scalability of contents, error resilience, and interactivity with individual IBR objects to be supported. A portable capturing system consisting of two linear camera arrays, each hosting 6 JVC video cameras, was developed to verify the proposed approach. Rendering and compression results of real-world scenes demonstrate the usefulness and good quality of the proposed approach. © 2005 IEEE.published_or_final_versio

    An object-based approach to image/video-based synthesis and processing for 3-D and multiview televisions

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    This paper proposes an object-based approach to a class of dynamic image-based representations called "plenoptic videos," where the plenoptic video sequences are segmented into image-based rendering (IBR) objects each with its image sequence, depth map, and other relevant information such as shape and alpha information. This allows desirable functionalities such as scalability of contents, error resilience, and interactivity with individual IBR objects to be supported. Moreover, the rendering quality in scenes with large depth variations can also be improved considerably. A portable capturing system consisting of two linear camera arrays was developed to verify the proposed approach. An important step in the object-based approach is to segment the objects in video streams into layers or IBR objects. To reduce the time for segmenting plenoptic videos under the semiautomatic technique, a new object tracking method based on the level-set method is proposed. Due to possible segmentation errors around object boundaries, natural matting with Bayesian approach is also incorporated into our system. Furthermore, extensions of conventional image processing algorithms to these IBR objects are studied and illustrated with examples. Experimental results are given to illustrate the efficiency of the tracking, matting, rendering, and processing algorithms under the proposed object-based framework. © 2009 IEEE.published_or_final_versio

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    DeLight-Net: Decomposing Reflectance Maps into Specular Materials and Natural Illumination

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    In this paper we are extracting surface reflectance and natural environmental illumination from a reflectance map, i.e. from a single 2D image of a sphere of one material under one illumination. This is a notoriously difficult problem, yet key to various re-rendering applications. With the recent advances in estimating reflectance maps from 2D images their further decomposition has become increasingly relevant. To this end, we propose a Convolutional Neural Network (CNN) architecture to reconstruct both material parameters (i.e. Phong) as well as illumination (i.e. high-resolution spherical illumination maps), that is solely trained on synthetic data. We demonstrate that decomposition of synthetic as well as real photographs of reflectance maps, both in High Dynamic Range (HDR), and, for the first time, on Low Dynamic Range (LDR) as well. Results are compared to previous approaches quantitatively as well as qualitatively in terms of re-renderings where illumination, material, view or shape are changed.Comment: Stamatios Georgoulis and Konstantinos Rematas contributed equally to this wor

    Compression, Modeling, and Real-Time Rendering of Realistic Materials and Objects

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    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

    Beyond backscattering: Optical neuroimaging by BRAD

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    Optical coherence tomography (OCT) is a powerful technology for rapid volumetric imaging in biomedicine. The bright field imaging approach of conventional OCT systems is based on the detection of directly backscattered light, thereby waiving the wealth of information contained in the angular scattering distribution. Here we demonstrate that the unique features of few-mode fibers (FMF) enable simultaneous bright and dark field (BRAD) imaging for OCT. As backscattered light is picked up by the different modes of a FMF depending upon the angular scattering pattern, we obtain access to the directional scattering signatures of different tissues by decoupling illumination and detection paths. We exploit the distinct modal propagation properties of the FMF in concert with the long coherence lengths provided by modern wavelength-swept lasers to achieve multiplexing of the different modal responses into a combined OCT tomogram. We demonstrate BRAD sensing for distinguishing differently sized microparticles and showcase the performance of BRAD-OCT imaging with enhanced contrast for ex vivo tumorous tissue in glioblastoma and neuritic plaques in Alzheimer's disease

    Shape: A 3D Modeling Tool for Astrophysics

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    We present a flexible interactive 3D morpho-kinematical modeling application for astrophysics. Compared to other systems, our application reduces the restrictions on the physical assumptions, data type and amount that is required for a reconstruction of an object's morphology. It is one of the first publicly available tools to apply interactive graphics to astrophysical modeling. The tool allows astrophysicists to provide a-priori knowledge about the object by interactively defining 3D structural elements. By direct comparison of model prediction with observational data, model parameters can then be automatically optimized to fit the observation. The tool has already been successfully used in a number of astrophysical research projects.Comment: 13 pages, 11 figures, accepted for publication in the "IEEE Transactions on Visualization and Computer Graphics
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