21 research outputs found

    View invariant DIBR-3D image watermarking using DT-CWT

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    In 3D image compression, depth image based rendering (DIBR) is one of the latest techniques where the center image (say the main view, is used to synthesise the left and the right view image) and the depth image are communicated to the receiver side. It has been observed in the literature that most of the existing 3D image watermarking schemes are not resilient to the view synthesis process used in the DIBR technique. In this paper, a 3D image watermarking scheme is proposed which is invariant to the DIBR view synthesis process. In this proposed scheme, 2D-dual-tree complex wavelet transform (2D-DT-CWT) coefficients of centre view are used for watermark embedding such that shift invariance and directional property of the DT-CWT can be exploited to make the scheme robust against view synthesis process. A comprehensive set of experiments has been carried out to justify the robustness of the proposed scheme over the related existing schemes with respect to the JPEG compression and synthesis view attack

    Visual attention models and applications to 3D computer graphics

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    Ankara : The Department of Computer Engineering and the Graduate School of Engineering and Science of Bilkent University, 2012.Thesis (Ph. D.) -- Bilkent University, 2012.Includes bibliographical refences.3D computer graphics, with the increasing technological and computational opportunities, have advanced to very high levels that it is possible to generate very realistic computer-generated scenes in real-time for games and other interactive environments. However, we cannot claim that computer graphics research has reached to its limits. Rendering photo-realistic scenes still cannot be achieved in real-time; and improving visual quality and decreasing computational costs are still research areas of great interest. Recent e orts in computer graphics have been directed towards exploiting principles of human visual perception to increase visual quality of rendering. This is natural since in computer graphics, the main source of evaluation is the judgment of people, which is based on their perception. In this thesis, our aim is to extend the use of perceptual principles in computer graphics. Our contribution is two-fold: First, we present several models to determine the visually important, salient, regions in a 3D scene. Secondly, we contribute to use of de nition of saliency metrics in computer graphics. Human visual attention is composed of two components, the rst component is the stimuli-oriented, bottom-up, visual attention; and the second component is task-oriented, top-down visual attention. The main di erence between these components is the role of the user. In the top-down component, viewer's intention and task a ect perception of the visual scene as opposed to the bottom-up component. We mostly investigate the bottom-up component where saliency resides. We de ne saliency computation metrics for two types of graphical contents. Our rst metric is applicable to 3D mesh models that are possibly animating, and it extracts saliency values for each vertex of the mesh models. The second metric we propose is applicable to animating objects and nds visually important objects due to their motion behaviours. In a third model, we present how to adapt the second metric for the animated 3D meshes. Along with the metrics of saliency, we also present possible application areas and a perceptual method to accelerate stereoscopic rendering, which is based on binocular vision principles and makes use of saliency information in a stereoscopic rendering scene. Each of the proposed models are evaluated with formal experiments. The proposed saliency metrics are evaluated via eye-tracker based experiments and the computationally salient regions are found to attract more attention in practice too. For the stereoscopic optimization part, we have performed a detailed experiment and veri ed our model of optimization. In conclusion, this thesis extends the use of human visual system principles in 3D computer graphics, especially in terms of saliency.Bülbül, Muhammed AbdullahPh.D

    No-reference Stereoscopic Image Quality Assessment Using Natural Scene Statistics

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    We present two contributions in this work: (i) a bivariate generalized Gaussian distribution (BGGD) model for the joint distribution of luminance and disparity subband coefficients of natural stereoscopic scenes and (ii) a no-reference (NR) stereo image quality assessment algorithm based on the BGGD model. We first empirically show that a BGGD accurately models the joint distribution of luminance and disparity subband coefficients. We then show that the model parameters form good discriminatory features for NR quality assessment. Additionally, we rely on the previously established result that luminance and disparity subband coefficients of natural stereo scenes are correlated, and show that correlation also forms a good feature for NR quality assessment. These features are computed for both the left and right luminance-disparity pairs in the stereo image and consolidated into one feature vector per stereo pair. This feature set and the stereo pair׳s difference mean opinion score (DMOS) (labels) are used for supervised learning with a support vector machine (SVM). Support vector regression is used to estimate the perceptual quality of a test stereo image pair. The performance of the algorithm is evaluated over popular databases and shown to be competitive with the state-of-the-art no-reference quality assessment algorithms. Further, the strength of the proposed algorithm is demonstrated by its consistently good performance over both symmetric and asymmetric distortion types. Our algorithm is called Stereo QUality Evaluator (StereoQUE)

    Perceptual quality and visual experience analysis for polygon mesh on different display devices

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    Polygon mesh models have been widely used in various areas due to its high degree of verisimilitude and interactivity. Since the mesh models usually undergo various phases of signal processing for the purpose of storage, simplification, transmission, and deformation, the perceptual quality as well as the visual experience of mesh models are often subject to distortions at every stage. Therefore, investigating the perceptual quality and the visual experience of mesh models have become one of the major tasks for both the academia and industry. In this paper, we have designed two subjective experiments to investigate the perceptual quality and the visual experience in both the virtual reality environment and the traditional 2-D environment. Experimental results showed that there is no statistically significant difference in the quality perception between the two viewing conditions, independent of the model content, the distortion type, and the distortion level. On the contrary, there exists significant difference in the visual experience between the two viewing conditions under various factors. This paper helps researchers to better understand the quality perception behavior and the visual experience toward polygon mesh models

    Color Correction and Depth Based Hierarchical Hole Filling in Free Viewpoint Generation

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    Optimization techniques for computationally expensive rendering algorithms

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    Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesis, we will focus on rendering methods that require high amounts of computational resources. Our intention is to consider several conceptually different approaches capable of reducing these requirements with only limited implications in the quality of the results. The first part of this work will study rendering of time-­¿varying participating media. Examples of this type of matter are smoke, optically thick gases and any material that, unlike the vacuum, scatters and absorbs the light that travels through it. We will focus on a subset of algorithms that approximate realistic illumination using images of real world scenes. Starting from the traditional ray marching algorithm, we will suggest and implement different optimizations that will allow performing the computation at interactive frame rates. This thesis will also analyze two different aspects of the generation of anti-­¿aliased images. One targeted to the rendering of screen-­¿space anti-­¿aliased images and the reduction of the artifacts generated in rasterized lines and edges. We expect to describe an implementation that, working as a post process, it is efficient enough to be added to existing rendering pipelines with reduced performance impact. A third method will take advantage of the limitations of the human visual system (HVS) to reduce the resources required to render temporally antialiased images. While film and digital cameras naturally produce motion blur, rendering pipelines need to explicitly simulate it. This process is known to be one of the most important burdens for every rendering pipeline. Motivated by this, we plan to run a series of psychophysical experiments targeted at identifying groups of motion-­¿blurred images that are perceptually equivalent. A possible outcome is the proposal of criteria that may lead to reductions of the rendering budgets
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