222 research outputs found

    Effect of using different U/S probe Standoff materials in image geometry for interventional procedures : the example of prostate

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    PURPOSE: This study investigates the distortion of geometry of catheters and anatomy in acquired U/S images, caused by utilizing various stand-off materials for covering a transrectal bi-planar ultrasound probe in HDR and LDR prostate brachytherapy, biopsy and other interventional procedures. Furthermore, an evaluation of currently established water-bath based quality assurance (QA) procedures is presented. MATERIAL AND METHODS: Image acquisitions of an ultrasound QA setup were carried out at 5 MHz and 7 MHz. The U/S probe was covered by EA 4015 Silicone Standoff kit, or UA0059 Endocavity balloon filled either with water or one of the following: 40 ml of Endosgel(®), Instillagel(®), Ultraschall gel or Space OAR™ gel. The differences between images were recorded. Consequently, the dosimetric impact of the observed image distortion was investigated, using a tissue equivalent ultrasound prostate phantom - Model number 053 (CIRS Inc., Norfolk, VA, USA). RESULTS: By using the EA 4015 Silicone Standoff kit in normal water with sound speed of 1525 m/s, a 3 mm needle shift was observed. The expansion of objects appeared in radial direction. The shift deforms also the PTV (prostate in our case) and other organs at risk (OARs) in the same way leading to overestimation of volume and underestimation of the dose. On the other hand, Instillagel(®) and Space OAR™ "shrinks" objects in an ultrasound image for 0.65 mm and 0.40 mm, respectively. CONCLUSIONS: The use of EA 4015 Silicone Standoff kit for image acquisition, leads to erroneous contouring of PTV and OARs and reconstruction and placement of catheters, which results to incorrect dose calculation during prostate brachytherapy. Moreover, the reliability of QA procedures lies mostly in the right temperature of the water used for accurate simulation of real conditions of transrectal ultrasound imaging

    Algorithms for compression of high dynamic range images and video

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    The recent advances in sensor and display technologies have brought upon the High Dynamic Range (HDR) imaging capability. The modern multiple exposure HDR sensors can achieve the dynamic range of 100-120 dB and LED and OLED display devices have contrast ratios of 10^5:1 to 10^6:1. Despite the above advances in technology the image/video compression algorithms and associated hardware are yet based on Standard Dynamic Range (SDR) technology, i.e. they operate within an effective dynamic range of up to 70 dB for 8 bit gamma corrected images. Further the existing infrastructure for content distribution is also designed for SDR, which creates interoperability problems with true HDR capture and display equipment. The current solutions for the above problem include tone mapping the HDR content to fit SDR. However this approach leads to image quality associated problems, when strong dynamic range compression is applied. Even though some HDR-only solutions have been proposed in literature, they are not interoperable with current SDR infrastructure and are thus typically used in closed systems. Given the above observations a research gap was identified in the need for efficient algorithms for the compression of still images and video, which are capable of storing full dynamic range and colour gamut of HDR images and at the same time backward compatible with existing SDR infrastructure. To improve the usability of SDR content it is vital that any such algorithms should accommodate different tone mapping operators, including those that are spatially non-uniform. In the course of the research presented in this thesis a novel two layer CODEC architecture is introduced for both HDR image and video coding. Further a universal and computationally efficient approximation of the tone mapping operator is developed and presented. It is shown that the use of perceptually uniform colourspaces for internal representation of pixel data enables improved compression efficiency of the algorithms. Further proposed novel approaches to the compression of metadata for the tone mapping operator is shown to improve compression performance for low bitrate video content. Multiple compression algorithms are designed, implemented and compared and quality-complexity trade-offs are identified. Finally practical aspects of implementing the developed algorithms are explored by automating the design space exploration flow and integrating the high level systems design framework with domain specific tools for synthesis and simulation of multiprocessor systems. The directions for further work are also presented

    Stereoscopic high dynamic range imaging

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    Two modern technologies show promise to dramatically increase immersion in virtual environments. Stereoscopic imaging captures two images representing the views of both eyes and allows for better depth perception. High dynamic range (HDR) imaging accurately represents real world lighting as opposed to traditional low dynamic range (LDR) imaging. HDR provides a better contrast and more natural looking scenes. The combination of the two technologies in order to gain advantages of both has been, until now, mostly unexplored due to the current limitations in the imaging pipeline. This thesis reviews both fields, proposes stereoscopic high dynamic range (SHDR) imaging pipeline outlining the challenges that need to be resolved to enable SHDR and focuses on capture and compression aspects of that pipeline. The problems of capturing SHDR images that would potentially require two HDR cameras and introduce ghosting, are mitigated by capturing an HDR and LDR pair and using it to generate SHDR images. A detailed user study compared four different methods of generating SHDR images. Results demonstrated that one of the methods may produce images perceptually indistinguishable from the ground truth. Insights obtained while developing static image operators guided the design of SHDR video techniques. Three methods for generating SHDR video from an HDR-LDR video pair are proposed and compared to the ground truth SHDR videos. Results showed little overall error and identified a method with the least error. Once captured, SHDR content needs to be efficiently compressed. Five SHDR compression methods that are backward compatible are presented. The proposed methods can encode SHDR content to little more than that of a traditional single LDR image (18% larger for one method) and the backward compatibility property encourages early adoption of the format. The work presented in this thesis has introduced and advanced capture and compression methods for the adoption of SHDR imaging. In general, this research paves the way for a novel field of SHDR imaging which should lead to improved and more realistic representation of captured scenes

    A VHDL design for hardware assistance of fractal image compression

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    Fractal image compression schemes have several unusual and useful attributes, including resolution independence, high compression ratios, good image quality, and rapid decompression. Despite this, one major difficulty has prevented their widespread adoption: the extremely high computational complexity of compression. Fractal image compression algorithms represent an image as a series of contractive transformations, each of which maps a large domain block to a smaller range block. Given only this set of transformations, it is possible to reconstruct an approximation of the original image by iteratively applying the transformations to an arbitrary image. Compression consists of partitioning the image into range blocks and finding a suitable transformation of a domain block to represent each one. This search for transformations must generally be done using a brute force approach, comparing successive domain blocks until a suitable match is found. Some algorithmic improvements have been found, but none are adequate to reduce the required compression time to something reasonable for many uses. This thesis presents a new ASIC design which performs a large number of the required comparisons in parallel, yielding a substantial speedup over a program on a general-purpose computer system. This ASIC is designed in VHDL, which may be synthesized to many different target architectures. The design has considerable flexibility which makes it applicable to different images and applications. The design is based around a pipeline of units that each compare one range block with a series of domain blocks which are fed through the pipeline. Comparisons are made to minimize the mean square error (MSE) of a transform given a linear mapping of the intensity values. This is, by far, the most common minimization strategy used in the literature. The speedup provided by this design is estimated to be about 1,000 times for 256 x 256 images divided into 8x8 blocks over a sequential processor given similar implementation technologies

    Exclusive-or preprocessing and dictionary coding of continuous-tone images.

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    The field of lossless image compression studies the various ways to represent image data in the most compact and efficient manner possible that also allows the image to be reproduced without any loss. One of the most efficient strategies used in lossless compression is to introduce entropy reduction through decorrelation. This study focuses on using the exclusive-or logic operator in a decorrelation filter as the preprocessing phase of lossless image compression of continuous-tone images. The exclusive-or logic operator is simply and reversibly applied to continuous-tone images for the purpose of extracting differences between neighboring pixels. Implementation of the exclusive-or operator also does not introduce data expansion. Traditional as well as innovative prediction methods are included for the creation of inputs for the exclusive-or logic based decorrelation filter. The results of the filter are then encoded by a variation of the Lempel-Ziv-Welch dictionary coder. Dictionary coding is selected for the coding phase of the algorithm because it does not require the storage of code tables or probabilities and because it is lower in complexity than other popular options such as Huffman or Arithmetic coding. The first modification of the Lempel-Ziv-Welch dictionary coder is that image data can be read in a sequence that is linear, 2-dimensional, or an adaptive combination of both. The second modification of the dictionary coder is that the coder can instead include multiple, dynamically chosen dictionaries. Experiments indicate that the exclusive-or operator based decorrelation filter when combined with a modified Lempel-Ziv-Welch dictionary coder provides compression comparable to algorithms that represent the current standard in lossless compression. The proposed algorithm provides compression performance that is below the Context-Based, Adaptive, Lossless Image Compression (CALIC) algorithm by 23%, below the Low Complexity Lossless Compression for Images (LOCO-I) algorithm by 19%, and below the Portable Network Graphics implementation of the Deflate algorithm by 7%, but above the Zip implementation of the Deflate algorithm by 24%. The proposed algorithm uses the exclusive-or operator in the modeling phase and uses modified Lempel-Ziv-Welch dictionary coding in the coding phase to form a low complexity, reversible, and dynamic method of lossless image compression

    Efficient streaming for high fidelity imaging

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    Researchers and practitioners of graphics, visualisation and imaging have an ever-expanding list of technologies to account for, including (but not limited to) HDR, VR, 4K, 360°, light field and wide colour gamut. As these technologies move from theory to practice, the methods of encoding and transmitting this information need to become more advanced and capable year on year, placing greater demands on latency, bandwidth, and encoding performance. High dynamic range (HDR) video is still in its infancy; the tools for capture, transmission and display of true HDR content are still restricted to professional technicians. Meanwhile, computer graphics are nowadays near-ubiquitous, but to achieve the highest fidelity in real or even reasonable time a user must be located at or near a supercomputer or other specialist workstation. These physical requirements mean that it is not always possible to demonstrate these graphics in any given place at any time, and when the graphics in question are intended to provide a virtual reality experience, the constrains on performance and latency are even tighter. This thesis presents an overall framework for adapting upcoming imaging technologies for efficient streaming, constituting novel work across three areas of imaging technology. Over the course of the thesis, high dynamic range capture, transmission and display is considered, before specifically focusing on the transmission and display of high fidelity rendered graphics, including HDR graphics. Finally, this thesis considers the technical challenges posed by incoming head-mounted displays (HMDs). In addition, a full literature review is presented across all three of these areas, detailing state-of-the-art methods for approaching all three problem sets. In the area of high dynamic range capture, transmission and display, a framework is presented and evaluated for efficient processing, streaming and encoding of high dynamic range video using general-purpose graphics processing unit (GPGPU) technologies. For remote rendering, state-of-the-art methods of augmenting a streamed graphical render are adapted to incorporate HDR video and high fidelity graphics rendering, specifically with regards to path tracing. Finally, a novel method is proposed for streaming graphics to a HMD for virtual reality (VR). This method utilises 360° projections to transmit and reproject stereo imagery to a HMD with minimal latency, with an adaptation for the rapid local production of depth maps

    Realistic Visualization of Animated Virtual Cloth

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    Photo-realistic rendering of real-world objects is a broad research area with applications in various different areas, such as computer generated films, entertainment, e-commerce and so on. Within photo-realistic rendering, the rendering of cloth is a subarea which involves many important aspects, ranging from material surface reflection properties and macroscopic self-shadowing to animation sequence generation and compression. In this thesis, besides an introduction to the topic plus a broad overview of related work, different methods to handle major aspects of cloth rendering are described. Material surface reflection properties play an important part to reproduce the look & feel of materials, that is, to identify a material only by looking at it. The BTF (bidirectional texture function), as a function of viewing and illumination direction, is an appropriate representation of reflection properties. It captures effects caused by the mesostructure of a surface, like roughness, self-shadowing, occlusion, inter-reflections, subsurface scattering and color bleeding. Unfortunately a BTF data set of a material consists of hundreds to thousands of images, which exceeds current memory size of personal computers by far. This work describes the first usable method to efficiently compress and decompress a BTF data for rendering at interactive to real-time frame rates. It is based on PCA (principal component analysis) of the BTF data set. While preserving the important visual aspects of the BTF, the achieved compression rates allow the storage of several different data sets in main memory of consumer hardware, while maintaining a high rendering quality. Correct handling of complex illumination conditions plays another key role for the realistic appearance of cloth. Therefore, an upgrade of the BTF compression and rendering algorithm is described, which allows the support of distant direct HDR (high-dynamic-range) illumination stored in environment maps. To further enhance the appearance, macroscopic self-shadowing has to be taken into account. For the visualization of folds and the life-like 3D impression, these kind of shadows are absolutely necessary. This work describes two methods to compute these shadows. The first is seamlessly integrated into the illumination part of the rendering algorithm and optimized for static meshes. Furthermore, another method is proposed, which allows the handling of dynamic objects. It uses hardware-accelerated occlusion queries for the visibility determination. In contrast to other algorithms, the presented algorithm, despite its simplicity, is fast and produces less artifacts than other methods. As a plus, it incorporates changeable distant direct high-dynamic-range illumination. The human perception system is the main target of any computer graphics application and can also be treated as part of the rendering pipeline. Therefore, optimization of the rendering itself can be achieved by analyzing human perception of certain visual aspects in the image. As a part of this thesis, an experiment is introduced that evaluates human shadow perception to speedup shadow rendering and provides optimization approaches. Another subarea of cloth visualization in computer graphics is the animation of the cloth and avatars for presentations. This work also describes two new methods for automatic generation and compression of animation sequences. The first method to generate completely new, customizable animation sequences, is based on the concept of finding similarities in animation frames of a given basis sequence. Identifying these similarities allows jumps within the basis sequence to generate endless new sequences. Transmission of any animated 3D data over bandwidth-limited channels, like extended networks or to less powerful clients requires efficient compression schemes. The second method included in this thesis in the animation field is a geometry data compression scheme. Similar to the BTF compression, it uses PCA in combination with clustering algorithms to segment similar moving parts of the animated objects to achieve high compression rates in combination with a very exact reconstruction quality.Realistische Visualisierung von animierter virtueller Kleidung Das photorealistisches Rendering realer Gegenstände ist ein weites Forschungsfeld und hat Anwendungen in vielen Bereichen. Dazu zählen Computer generierte Filme (CGI), die Unterhaltungsindustrie und E-Commerce. Innerhalb dieses Forschungsbereiches ist das Rendern von photorealistischer Kleidung ein wichtiger Bestandteil. Hier reichen die wichtigen Aspekte, die es zu berücksichtigen gilt, von optischen Materialeigenschaften über makroskopische Selbstabschattung bis zur Animationsgenerierung und -kompression. In dieser Arbeit wird, neben der Einführung in das Thema, ein weiter Überblick über ähnlich gelagerte Arbeiten gegeben. Der Schwerpunkt der Arbeit liegt auf den wichtigen Aspekten der virtuellen Kleidungsvisualisierung, die oben beschrieben wurden. Die optischen Reflektionseigenschaften von Materialoberflächen spielen eine wichtige Rolle, um das so genannte look & feel von Materialien zu charakterisieren. Hierbei kann ein Material vom Nutzer identifiziert werden, ohne dass er es direkt anfassen muss. Die BTF (bidirektionale Texturfunktion)ist eine Funktion die abhängig von der Blick- und Beleuchtungsrichtung ist. Daher ist sie eine angemessene Repräsentation von Reflektionseigenschaften. Sie enthält Effekte wie Rauheit, Selbstabschattungen, Verdeckungen, Interreflektionen, Streuung und Farbbluten, die durch die Mesostruktur der Oberfläche hervorgerufen werden. Leider besteht ein BTF Datensatz eines Materials aus hunderten oder tausenden von Bildern und sprengt damit herkömmliche Hauptspeicher in Computern bei weitem. Diese Arbeit beschreibt die erste praktikable Methode, um BTF Daten effizient zu komprimieren, zu speichern und für Echtzeitanwendungen zum Visualisieren wieder zu dekomprimieren. Die Methode basiert auf der Principal Component Analysis (PCA), die Daten nach Signifikanz ordnet. Während die PCA die entscheidenen visuellen Aspekte der BTF erhält, können mit ihrer Hilfe Kompressionsraten erzielt werden, die es erlauben mehrere BTF Materialien im Hauptspeicher eines Consumer PC zu verwalten. Dies erlaubt ein High-Quality Rendering. Korrektes Verwenden von komplexen Beleuchtungssituationen spielt eine weitere, wichtige Rolle, um Kleidung realistisch erscheinen zu lassen. Daher wird zudem eine Erweiterung des BTF Kompressions- und Renderingalgorithmuses erläutert, die den Einsatz von High-Dynamic Range (HDR) Beleuchtung erlaubt, die in environment maps gespeichert wird. Um die realistische Erscheinung der Kleidung weiter zu unterstützen, muss die makroskopische Selbstabschattung integriert werden. Für die Visualisierung von Falten und den lebensechten 3D Eindruck ist diese Art von Schatten absolut notwendig. Diese Arbeit beschreibt daher auch zwei Methoden, diese Schatten schnell und effizient zu berechnen. Die erste ist nahtlos in den Beleuchtungspart des obigen BTF Renderingalgorithmuses integriert und für statische Geometrien optimiert. Die zweite Methode behandelt dynamische Objekte. Dazu werden hardwarebeschleunigte Occlusion Queries verwendet, um die Sichtbarkeitsberechnung durchzuführen. Diese Methode ist einerseits simpel und leicht zu implementieren, anderseits ist sie schnell und produziert weniger Artefakte, als vergleichbare Methoden. Zusätzlich ist die Verwendung von veränderbarer, entfernter HDR Beleuchtung integriert. Das menschliche Wahrnehmungssystem ist das eigentliche Ziel jeglicher Anwendung in der Computergrafik und kann daher selbst als Teil einer erweiterten Rendering Pipeline gesehen werden. Daher kann das Rendering selbst optimiert werden, wenn man die menschliche Wahrnehmung verschiedener visueller Aspekte der berechneten Bilder analysiert. Teil der vorliegenden Arbeit ist die Beschreibung eines Experimentes, das menschliche Schattenwahrnehmung untersucht, um das Rendern der Schatten zu beschleunigen. Ein weiteres Teilgebiet der Kleidungsvisualisierung in der Computergrafik ist die Animation der Kleidung und von Avataren für Präsentationen. Diese Arbeit beschreibt zwei neue Methoden auf diesem Teilgebiet. Einmal ein Algorithmus, der für die automatische Generierung neuer Animationssequenzen verwendet werden kann und zum anderen einen Kompressionsalgorithmus für eben diese Sequenzen. Die automatische Generierung von völlig neuen, anpassbaren Animationen basiert auf dem Konzept der Ähnlichkeitssuche. Hierbei werden die einzelnen Schritte von gegebenen Basisanimationen auf Ähnlichkeiten hin untersucht, die zum Beispiel die Geschwindigkeiten einzelner Objektteile sein können. Die Identifizierung dieser Ähnlichkeiten erlaubt dann Sprünge innerhalb der Basissequenz, die dazu benutzt werden können, endlose, neue Sequenzen zu erzeugen. Die Übertragung von animierten 3D Daten über bandbreitenlimitierte Kanäle wie ausgedehnte Netzwerke, Mobilfunk oder zu sogenannten thin clients erfordert eine effiziente Komprimierung. Die zweite, in dieser Arbeit vorgestellte Methode, ist ein Kompressionsschema für Geometriedaten. Ähnlich wie bei der Kompression von BTF Daten wird die PCA in Verbindung mit Clustering benutzt, um die animierte Geometrie zu analysieren und in sich ähnlich bewegende Teile zu segmentieren. Diese erkannten Segmente lassen sich dann hoch komprimieren. Der Algorithmus arbeitet automatisch und erlaubt zudem eine sehr exakte Rekonstruktionsqualität nach der Dekomprimierung

    Compressive Higher-order Sparse and Low-Rank Acquisition with a Hyperspectral Light Stage

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    Compressive sparse and low-rank recovery (CSLR) is a novel method for compressed sensing deriving a low-rank and a sparse data terms from randomized projection measurements. While previous approaches either applied compressive measurements to phenomena assumed to be sparse or explicitly assume and measure low-rank approximations, CSLR is inherently robust if any such assumption might be violated. In this paper, we will derive CSLR using Fixed-Point Continuation algorithms, and extend this approach in order to exploit the correlation in high-order dimensions to further reduce the number of captured samples. Though generally applicable, we demonstrate the effectiveness of our approach on data sets captured with a novel hyperspectral light stage that can emit a distinct spectrum from each of the 196 light source directions enabling bispectral measurements of reflectance from arbitrary viewpoints. Bispectral reflectance fields and BTFs are faithfully reconstructed from a small number of compressed measurements

    Correspondence problems in computer vision : novel models, numerics, and applications

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    Correspondence problems like optic flow belong to the fundamental problems in computer vision. Here, one aims at finding correspondences between the pixels in two (or more) images. The correspondences are described by a displacement vector field that is often found by minimising an energy (cost) function. In this thesis, we present several contributions to the energy-based solution of correspondence problems: (i) We start by developing a robust data term with a high degree of invariance under illumination changes. Then, we design an anisotropic smoothness term that works complementary to the data term, thereby avoiding undesirable interference. Additionally, we propose a simple method for determining the optimal balance between the two terms. (ii) When discretising image derivatives that occur in our continuous models, we show that adapting one-sided upwind discretisations from the field of hyperbolic differential equations can be beneficial. To ensure a fast solution of the nonlinear system of equations that arises when minimising the energy, we use the recent fast explicit diffusion (FED) solver in an explicit gradient descent scheme. (iii) Finally, we present a novel application of modern optic flow methods where we align exposure series used in high dynamic range (HDR) imaging. Furthermore, we show how the alignment information can be used in a joint super-resolution and HDR method.Korrespondenzprobleme wie der optische Fluß, gehören zu den fundamentalen Problemen im Bereich des maschinellen Sehens (Computer Vision). Hierbei ist das Ziel, Korrespondenzen zwischen den Pixeln in zwei (oder mehreren) Bildern zu finden. Die Korrespondenzen werden durch ein Verschiebungsvektorfeld beschrieben, welches oft durch Minimierung einer Energiefunktion (Kostenfunktion) gefunden wird. In dieser Arbeit stellen wir mehrere Beiträge zur energiebasierten Lösung von Korrespondenzproblemen vor: (i) Wir beginnen mit der Entwicklung eines robusten Datenterms, der ein hohes Maß an Invarianz unter Beleuchtungsänderungen aufweißt. Danach entwickeln wir einen anisotropen Glattheitsterm, der komplementär zu dem Datenterm wirkt und deshalb keine unerwünschten Interferenzen erzeugt. Zusätzlich schlagen wir eine einfache Methode vor, die es erlaubt die optimale Balance zwischen den beiden Termen zu bestimmen. (ii) Im Zuge der Diskretisierung von Bildableitungen, die in unseren kontinuierlichen Modellen auftauchen, zeigen wir dass es hilfreich sein kann, einseitige upwind Diskretisierungen aus dem Bereich hyperbolischer Differentialgleichungen zu übernehmen. Um eine schnelle Lösung des nichtlinearen Gleichungssystems, dass bei der Minimierung der Energie auftaucht, zu gewährleisten, nutzen wir den kürzlich vorgestellten fast explicit diffusion (FED) Löser im Rahmen eines expliziten Gradientenabstiegsschemas. (iii) Schließlich stellen wir eine neue Anwendung von modernen optischen Flußmethoden vor, bei der Belichtungsreihen für high dynamic range (HDR) Bildgebung registriert werden. Außerdem zeigen wir, wie diese Registrierungsinformation in einer kombinierten super-resolution und HDR Methode genutzt werden kann
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