1,431 research outputs found

    Multi-Modal Perception for Selective Rendering

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    A major challenge in generating high-fidelity virtual environments (VEs) is to be able to provide realism at interactive rates. The high-fidelity simulation of light and sound is still unachievable in real-time as such physical accuracy is very computationally demanding. Only recently has visual perception been used in high-fidelity rendering to improve performance by a series of novel exploitations; to render parts of the scene that are not currently being attended to by the viewer at a much lower quality without the difference being perceived. This paper investigates the effect spatialised directional sound has on the visual attention of a user towards rendered images. These perceptual artefacts are utilised in selective rendering pipelines via the use of multi-modal maps. The multi-modal maps are tested through psychophysical experiments to examine their applicability to selective rendering algorithms, with a series of fixed cost rendering functions, and are found to perform significantly better than only using image saliency maps that are naively applied to multi-modal virtual environments

    A Similarity Measure for Material Appearance

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    We present a model to measure the similarity in appearance between different materials, which correlates with human similarity judgments. We first create a database of 9,000 rendered images depicting objects with varying materials, shape and illumination. We then gather data on perceived similarity from crowdsourced experiments; our analysis of over 114,840 answers suggests that indeed a shared perception of appearance similarity exists. We feed this data to a deep learning architecture with a novel loss function, which learns a feature space for materials that correlates with such perceived appearance similarity. Our evaluation shows that our model outperforms existing metrics. Last, we demonstrate several applications enabled by our metric, including appearance-based search for material suggestions, database visualization, clustering and summarization, and gamut mapping.Comment: 12 pages, 17 figure

    Perceptually optimized real-time computer graphics

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    Perceptual optimization, the application of human visual perception models to remove imperceptible components in a graphics system, has been proven effective in achieving significant computational speedup. Previous implementations of this technique have focused on spatial level of detail reduction, which typically results in noticeable degradation of image quality. This thesis introduces refresh rate modulation (RRM), a novel perceptual optimization technique that produces better performance enhancement while more effectively preserving image quality and resolving static scene elements in full detail. In order to demonstrate the effectiveness of this technique, a graphics framework has been developed that interfaces with eye tracking hardware to take advantage of user fixation data in real-time. Central to the framework is a high-performance GPGPU ray-tracing engine written in OpenCL. RRM reduces the frequency with which pixels outside of the foveal region are updated by the ray-tracer. A persistent pixel buffer is maintained such that peripheral data from previous frames provides context for the foveal image in the current frame. Traditional optimization techniques have also been incorporated into the ray-tracer for improved performance. Applying the RRM technique to the ray-tracing engine results in a speedup of 2.27 (252 fps vs. 111 fps at 1080p) for the classic Whitted scene with reflection and transmission enabled. A speedup of 3.41 (140 fps vs. 41 fps at 1080p) is observed for a high-polygon scene that depicts the Stanford Bunny. A small pilot study indicates that RRM achieves these results with minimal impact to perceived image quality. A secondary investigation is conducted regarding the performance benefits of increasing physics engine error tolerance for bounding volume hierarchy based collision detection when the scene elements involved are in the user\u27s periphery. The open-source Bullet Physics Library was used to add accurate collision detection to the full resolution ray-tracing engine. For a scene with a static high-polygon model and 50 moving spheres, a speedup of 1.8 was observed for physics calculations. The development and integration of this subsystem demonstrates the extensibility of the graphics framework

    Extraction of Surface-Related Features in a Recurrent Model of V1-V2 Interactions

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    Humans can effortlessly segment surfaces and objects from two-dimensional (2D) images that are projections of the 3D world. The projection from 3D to 2D leads partially to occlusions of surfaces depending on their position in depth and on viewpoint. One way for the human visual system to infer monocular depth cues could be to extract and interpret occlusions. It has been suggested that the perception of contour junctions, in particular T-junctions, may be used as cue for occlusion of opaque surfaces. Furthermore, X-junctions could be used to signal occlusion of transparent surfaces.In this contribution, we propose a neural model that suggests how surface-related cues for occlusion can be extracted from a 2D luminance image. The approach is based on feedforward and feedback mechanisms found in visual cortical areas V1 and V2. In a first step, contours are completed over time by generating groupings of like-oriented contrasts. Few iterations of feedforward and feedback processing lead to a stable representation of completed contours and at the same time to a suppression of image noise. In a second step, contour junctions are localized and read out from the distributed representation of boundary groupings. Moreover, surface-related junctions are made explicit such that they are evaluated to interact as to generate surface-segmentations in static images. In addition, we compare our extracted junction signals with a standard computer vision approach for junction detection to demonstrate that our approach outperforms simple feedforward computation-based approaches.A model is proposed that uses feedforward and feedback mechanisms to combine contextually relevant features in order to generate consistent boundary groupings of surfaces. Perceptually important junction configurations are robustly extracted from neural representations to signal cues for occlusion and transparency. Unlike previous proposals which treat localized junction configurations as 2D image features, we link them to mechanisms of apparent surface segregation. As a consequence, we demonstrate how junctions can change their perceptual representation depending on the scene context and the spatial configuration of boundary fragments

    A computational framework for sound segregation in music signals

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    Tese de doutoramento. Engenharia Electrotécnica e de Computadores. Faculdade de Engenharia. Universidade do Porto. 200

    Cortical Surround Interactions and Perceptual Salience via Natural Scene Statistics

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    Spatial context in images induces perceptual phenomena associated with salience and modulates the responses of neurons in primary visual cortex (V1). However, the computational and ecological principles underlying contextual effects are incompletely understood. We introduce a model of natural images that includes grouping and segmentation of neighboring features based on their joint statistics, and we interpret the firing rates of V1 neurons as performing optimal recognition in this model. We show that this leads to a substantial generalization of divisive normalization, a computation that is ubiquitous in many neural areas and systems. A main novelty in our model is that the influence of the context on a target stimulus is determined by their degree of statistical dependence. We optimized the parameters of the model on natural image patches, and then simulated neural and perceptual responses on stimuli used in classical experiments. The model reproduces some rich and complex response patterns observed in V1, such as the contrast dependence, orientation tuning and spatial asymmetry of surround suppression, while also allowing for surround facilitation under conditions of weak stimulation. It also mimics the perceptual salience produced by simple displays, and leads to readily testable predictions. Our results provide a principled account of orientation-based contextual modulation in early vision and its sensitivity to the homogeneity and spatial arrangement of inputs, and lends statistical support to the theory that V1 computes visual salience
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