10,587 research outputs found

    A Self-Organizing Neural System for Learning to Recognize Textured Scenes

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    A self-organizing ARTEX model is developed to categorize and classify textured image regions. ARTEX specializes the FACADE model of how the visual cortex sees, and the ART model of how temporal and prefrontal cortices interact with the hippocampal system to learn visual recognition categories and their names. FACADE processing generates a vector of boundary and surface properties, notably texture and brightness properties, by utilizing multi-scale filtering, competition, and diffusive filling-in. Its context-sensitive local measures of textured scenes can be used to recognize scenic properties that gradually change across space, as well a.s abrupt texture boundaries. ART incrementally learns recognition categories that classify FACADE output vectors, class names of these categories, and their probabilities. Top-down expectations within ART encode learned prototypes that pay attention to expected visual features. When novel visual information creates a poor match with the best existing category prototype, a memory search selects a new category with which classify the novel data. ARTEX is compared with psychophysical data, and is benchmarked on classification of natural textures and synthetic aperture radar images. It outperforms state-of-the-art systems that use rule-based, backpropagation, and K-nearest neighbor classifiers.Defense Advanced Research Projects Agency; Office of Naval Research (N00014-95-1-0409, N00014-95-1-0657

    ReLiShaft: realistic real-time light shaft generation taking sky illumination into account

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    © 2018 The Author(s) Rendering atmospheric phenomena is known to have its basis in the fields of atmospheric optics and meteorology and is increasingly used in games and movies. Although many researchers have focused on generating and enhancing realistic light shafts, there is still room for improvement in terms of both qualification and quantification. In this paper, a new technique, called ReLiShaft, is presented to generate realistic light shafts for outdoor rendering. In the first step, a realistic light shaft with respect to the sun position and sky colour in any specific location, date and time is constructed in real-time. Then, Hemicube visibility-test radiosity is employed to reveal the effect of a generated sky colour on environments. Two different methods are considered for indoor and outdoor rendering, ray marching based on epipolar sampling for indoor environments, and filtering on regular epipolar of z-partitioning for outdoor environments. Shadow maps and shadow volumes are integrated to consider the computational costs. Through this technique, the light shaft colour is adjusted according to the sky colour in any specific location, date and time. The results show different light shaft colours in different times of day in real-time

    Exposure Render: An Interactive Photo-Realistic Volume Rendering Framework

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    The field of volume visualization has undergone rapid development during the past years, both due to advances in suitable computing hardware and due to the increasing availability of large volume datasets. Recent work has focused on increasing the visual realism in Direct Volume Rendering (DVR) by integrating a number of visually plausible but often effect-specific rendering techniques, for instance modeling of light occlusion and depth of field. Besides yielding more attractive renderings, especially the more realistic lighting has a positive effect on perceptual tasks. Although these new rendering techniques yield impressive results, they exhibit limitations in terms of their exibility and their performance. Monte Carlo ray tracing (MCRT), coupled with physically based light transport, is the de-facto standard for synthesizing highly realistic images in the graphics domain, although usually not from volumetric data. Due to the stochastic sampling of MCRT algorithms, numerous effects can be achieved in a relatively straight-forward fashion. For this reason, we have developed a practical framework that applies MCRT techniques also to direct volume rendering (DVR). With this work, we demonstrate that a host of realistic effects, including physically based lighting, can be simulated in a generic and flexible fashion, leading to interactive DVR with improved realism. In the hope that this improved approach to DVR will see more use in practice, we have made available our framework under a permissive open source license

    LivePhantom: Retrieving Virtual World Light Data to Real Environments.

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    To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems
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