2,768 research outputs found

    Wavelet based stereo images reconstruction using depth images

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    It is believed by many that three-dimensional (3D) television will be the next logical development toward a more natural and vivid home entertaiment experience. While classical 3D approach requires the transmission of two video streams, one for each view, 3D TV systems based on depth image rendering (DIBR) require a single stream of monoscopic images and a second stream of associated images usually termed depth images or depth maps, that contain per-pixel depth information. Depth map is a two-dimensional function that contains information about distance from camera to a certain point of the object as a function of the image coordinates. By using this depth information and the original image it is possible to reconstruct a virtual image of a nearby viewpoint by projecting the pixels of available image to their locations in 3D space and finding their position in the desired view plane. One of the most significant advantages of the DIBR is that depth maps can be coded more efficiently than two streams corresponding to left and right view of the scene, thereby reducing the bandwidth required for transmission, which makes it possible to reuse existing transmission channels for the transmission of 3D TV. This technique can also be applied for other 3D technologies such as multimedia systems. In this paper we propose an advanced wavelet domain scheme for the reconstruction of stereoscopic images, which solves some of the shortcommings of the existing methods discussed above. We perform the wavelet transform of both the luminance and depth images in order to obtain significant geometric features, which enable more sensible reconstruction of the virtual view. Motion estimation employed in our approach uses Markov random field smoothness prior for regularization of the estimated motion field. The evaluation of the proposed reconstruction method is done on two video sequences which are typically used for comparison of stereo reconstruction algorithms. The results demonstrate advantages of the proposed approach with respect to the state-of-the-art methods, in terms of both objective and subjective performance measures

    Unstructured light fields

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2013.Cataloged from PDF version of thesis.Includes bibliographical references (p. 35-38).We present a system for interactively acquiring and rendering light fields using a hand-held commodity camera. The main challenge we address is assisting a user in achieving good coverage of the 4D domain despite the challenges of hand-held acquisition. We define coverage by bounding reprojection error between viewpoints, which accounts for all 4 dimensions of the light field. We use this criterion together with a recent Simultaneous Localization and Mapping technique to compute a coverage map on the space of viewpoints. We provide users with real-time feedback and direct them toward under-sampled parts of the light field. Our system is lightweight and has allowed us to capture hundreds of light fields. We further present a new rendering algorithm that is tailored to the unstructured yet dense data we capture. Our method can achieve piecewise-bicubic reconstruction using a triangulation of the captured viewpoints and subdivision rules applied to reconstruction weights.by Myers Abraham Davis (Abe Davis).S.M

    V-GRAM: Magellan bulletin about Venus and the radar mapping mission

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    Papers on the following topics are presented: Magellan project update; summary of Magellan science findings; excerpt from 'Acquisition and Analysis of Magellan Gravity Data'; Magellan gravity; and Magellan stereo image data

    Cross-calibration of Time-of-flight and Colour Cameras

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    Time-of-flight cameras provide depth information, which is complementary to the photometric appearance of the scene in ordinary images. It is desirable to merge the depth and colour information, in order to obtain a coherent scene representation. However, the individual cameras will have different viewpoints, resolutions and fields of view, which means that they must be mutually calibrated. This paper presents a geometric framework for this multi-view and multi-modal calibration problem. It is shown that three-dimensional projective transformations can be used to align depth and parallax-based representations of the scene, with or without Euclidean reconstruction. A new evaluation procedure is also developed; this allows the reprojection error to be decomposed into calibration and sensor-dependent components. The complete approach is demonstrated on a network of three time-of-flight and six colour cameras. The applications of such a system, to a range of automatic scene-interpretation problems, are discussed.Comment: 18 pages, 12 figures, 3 table

    Reducing “Structure from Motion”: a general framework for dynamic vision. 1. Modeling

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    The literature on recursive estimation of structure and motion from monocular image sequences comprises a large number of apparently unrelated models and estimation techniques. We propose a framework that allows us to derive and compare all models by following the idea of dynamical system reduction. The “natural” dynamic model, derived from the rigidity constraint and the projection model, is first reduced by explicitly decoupling structure (depth) from motion. Then, implicit decoupling techniques are explored, which consist of imposing that some function of the unknown parameters is held constant. By appropriately choosing such a function, not only can we account for models seen so far in the literature, but we can also derive novel ones

    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
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