16 research outputs found

    Learning Wavefront Coding for Extended Depth of Field Imaging

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    Depth of field is an important factor of imaging systems that highly affects the quality of the acquired spatial information. Extended depth of field (EDoF) imaging is a challenging ill-posed problem and has been extensively addressed in the literature. We propose a computational imaging approach for EDoF, where we employ wavefront coding via a diffractive optical element (DOE) and we achieve deblurring through a convolutional neural network. Thanks to the end-to-end differentiable modeling of optical image formation and computational post-processing, we jointly optimize the optical design, i.e., DOE, and the deblurring through standard gradient descent methods. Based on the properties of the underlying refractive lens and the desired EDoF range, we provide an analytical expression for the search space of the DOE, which is instrumental in the convergence of the end-to-end network. We achieve superior EDoF imaging performance compared to the state of the art, where we demonstrate results with minimal artifacts in various scenarios, including deep 3D scenes and broadband imaging

    Perceptually-Motivated Coded Apertures

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    Computational perception techniques are gaining increasing importance in all different steps of the imaging pipeline, from data capture to final display. The goal of these techniques is usually the same: to minimize visible errors in the final image. We present a method to compute coded apertures for defocus deblurring that takes into account human perception to obtain the optimal aperture pattern. We pose the problem of finding the optimal aperture as an optimization, and -to our knowledge- propose the first algorithm that makes use of perceptual quality metrics in its objective function. We explore the performance of different quality metrics for the design of such coded apertures, including the well-established SSIM, the state-of-the-art HDR-VDP-2, which features a comprehensive model of the HVS, as well as the L2 norm, previously used in related works.Our results outperform both conventional circular apertures and a previously published aperture pattern specifically designed for defocus deblurring [1], both in simulated and real scenarios (see Figures 1 and 2). The best apertures are obtained when a combination of the three metrics is used in the objective function. This work has been recently accepted for publication at the Computer Graphics Forum [2]

    Reenfocado de imágenes de alto rango dinámico con aperturas codificadas y aperturas múltiples

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    En los últimos años, la investigación en el campo de la Fotografía Computacional ha dado lugar a numerosos avances en las múltiples disciplinas que lo componen, rebasando los límites de la fotografía convencional. Uno de estos límites es la incapacidad de las cámaras fotográficas de representar toda la gama de luminancias presentes en una escena, y que se solucionó tras la aparición de la técnica del alto rango dinámico o HDR (High Dynamic Range). Esta técnica permite fusionar una serie de imágenes de una escena, capturadas con distintos parámetros de exposición, de modo que la imagen resultante recoge todo el rango dinámico conjunto de las imágenes empleadas para su obtención. En este proyecto se ha trabajado con imágenes HDR, y en particular con el problema de reenfocado de las mismas. El desenfoque, provocado por la limitada profundidad de campo o por una incorrecta elección de los parámetros de la cámara, es un problema clásico en fotografia. Se han implementado y analizado dos técnicas diferentes de reenfocado de imágenes HDR. La primera de ellas consiste en el empleo de aperturas codificadas, máscaras que se colocan en la lente de la cámara y que permiten codificar el desenfoque, facilitando su corrección a posteriori mediante técnicas computacionales. El empleo de aperturas codificadas es habitual en el reenfocado de imágenes convencionales de bajo rango dinámico o LDR (Low Dynamic Range), pero hasta la fecha estas técnicas no se habían extendido a las imágenes HDR y se desconocía su viabilidad. La segunda técnica que se estudia es la de generación y reenfoque de imágenes HDR con aperturas múltiples. Con esta técnica se emplean imágenes de una misma escena obtenidas variando el tamaño de la apertura, por lo que no sólo varía la exposición entre ellas, sino también el desenfoque. Gracias a ello, se permite obtener al mismo tiempo información sobre la luminancia y sobre la profundidad de la escena, permitiendo obtener fotografías HDR de la misma, que además pueden ser reenfocadas como se desee

    Objective quality prediction of image retargeting algorithms

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    Quality assessment of image retargeting results is useful when comparing different methods. However, performing the necessary user studies is a long, cumbersome process. In this paper, we propose a simple yet efficient objective quality assessment method based on five key factors: i) preservation of salient regions; ii) analysis of the influence of artifacts; iii) preservation of the global structure of the image; iv) compliance with well-established aesthetics rules; and v) preservation of symmetry. Experiments on the RetargetMe benchmark, as well as a comprehensive additional user study, demonstrate that our proposed objective quality assessment method outperforms other existing metrics, while correlating better with human judgements. This makes our metric a good predictor of subjective preference

    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

    Programmable Image-Based Light Capture for Previsualization

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    Previsualization is a class of techniques for creating approximate previews of a movie sequence in order to visualize a scene prior to shooting it on the set. Often these techniques are used to convey the artistic direction of the story in terms of cinematic elements, such as camera movement, angle, lighting, dialogue, and character motion. Essentially, a movie director uses previsualization (previs) to convey movie visuals as he sees them in his minds-eye . Traditional methods for previs include hand-drawn sketches, Storyboards, scaled models, and photographs, which are created by artists to convey how a scene or character might look or move. A recent trend has been to use 3D graphics applications such as video game engines to perform previs, which is called 3D previs. This type of previs is generally used prior to shooting a scene in order to choreograph camera or character movements. To visualize a scene while being recorded on-set, directors and cinematographers use a technique called On-set previs, which provides a real-time view with little to no processing. Other types of previs, such as Technical previs, emphasize accurately capturing scene properties but lack any interactive manipulation and are usually employed by visual effects crews and not for cinematographers or directors. This dissertation\u27s focus is on creating a new method for interactive visualization that will automatically capture the on-set lighting and provide interactive manipulation of cinematic elements to facilitate the movie maker\u27s artistic expression, validate cinematic choices, and provide guidance to production crews. Our method will overcome the drawbacks of the all previous previs methods by combining photorealistic rendering with accurately captured scene details, which is interactively displayed on a mobile capture and rendering platform. This dissertation describes a new hardware and software previs framework that enables interactive visualization of on-set post-production elements. A three-tiered framework, which is the main contribution of this dissertation is; 1) a novel programmable camera architecture that provides programmability to low-level features and a visual programming interface, 2) new algorithms that analyzes and decomposes the scene photometrically, and 3) a previs interface that leverages the previous to perform interactive rendering and manipulation of the photometric and computer generated elements. For this dissertation we implemented a programmable camera with a novel visual programming interface. We developed the photometric theory and implementation of our novel relighting technique called Symmetric lighting, which can be used to relight a scene with multiple illuminants with respect to color, intensity and location on our programmable camera. We analyzed the performance of Symmetric lighting on synthetic and real scenes to evaluate the benefits and limitations with respect to the reflectance composition of the scene and the number and color of lights within the scene. We found that, since our method is based on a Lambertian reflectance assumption, our method works well under this assumption but that scenes with high amounts of specular reflections can have higher errors in terms of relighting accuracy and additional steps are required to mitigate this limitation. Also, scenes which contain lights whose colors are a too similar can lead to degenerate cases in terms of relighting. Despite these limitations, an important contribution of our work is that Symmetric lighting can also be leveraged as a solution for performing multi-illuminant white balancing and light color estimation within a scene with multiple illuminants without limits on the color range or number of lights. We compared our method to other white balance methods and show that our method is superior when at least one of the light colors is known a priori
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