15 research outputs found

    Neural representations for object capture and rendering

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    Photometric stereo is a classical computer vision problem with applications ranging from gaming, VR/AR avatars to movie visual effects which requires a faithful reconstruction of an object in a new space, and thus, there is a need to thoroughly understand the object’s visual properties. With the advent of Neural Radiance Fields (NeRFs) in the early 2020s, we witnessed the incredible photorealism provided by the method and its potential beyond. However, original NeRFs do not provide any information about the material and lighting of the objects in focus. Therefore, we propose to tackle the multiview photometric stereo problem using an extension of NeRFs. We provide three novel contributions through this work. First, the Relightable NeRF model, an extension of the original NeRF, where appearance is conditioned on a point light source direction. It provides two use cases - it is able to learn from varying lighting and relight under arbitrary conditions. Second, the Neural BRDF Fields which extends the relightable NeRF by introducing explicit models for surface reflectance and shadowing. The parameters of the BRDF are learnable as a neural field, enabling spatially varying reflectance. The local surface normal direction as another neural field is learned as well. We experiment with both a fixed BRDF (Lambertian) and a learnable (i.e. neural) reflectance model which guarantees a realistic BRDF by tieing the neural network to BRDF physical properties. In addition, it learns local shadowing as a function of light source direction enabling the reconstruction of cast shadows. Finally, the Neural Implicit Fields for Merging Monocular Photometric Stereo switches from NeRF’s volume density function to a signed distance function representation. This provides a straightforward means to compute the surface normal direction and, thus, ties normal-based losses directly to the geometry. We use this representation to address the problem of merging the output of monocular photometric stereo methods into a single unified model: a neural SDF and a neural field capturing diffuse albedo from which we can extract a textured mesh

    Ubiquitous computing and natural interfaces for environmental information

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do Grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe next computing revolution‘s objective is to embed every street, building, room and object with computational power. Ubiquitous computing (ubicomp) will allow every object to receive and transmit information, sense its surroundings and act accordingly, be located from anywhere in the world, connect every person. Everyone will have the possibility to access information, despite their age, computer knowledge, literacy or physical impairment. It will impact the world in a profound way, empowering mankind, improving the environment, but will also create new challenges that our society, economy, health and global environment will have to overcome. Negative impacts have to be identified and dealt with in advance. Despite these concerns, environmental studies have been mostly absent from discussions on the new paradigm. This thesis seeks to examine ubiquitous computing, its technological emergence, raise awareness towards future impacts and explore the design of new interfaces and rich interaction modes. Environmental information is approached as an area which may greatly benefit from ubicomp as a way to gather, treat and disseminate it, simultaneously complying with the Aarhus convention. In an educational context, new media are poised to revolutionize the way we perceive, learn and interact with environmental information. cUbiq is presented as a natural interface to access that information

    Biometrics

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    Biometrics uses methods for unique recognition of humans based upon one or more intrinsic physical or behavioral traits. In computer science, particularly, biometrics is used as a form of identity access management and access control. It is also used to identify individuals in groups that are under surveillance. The book consists of 13 chapters, each focusing on a certain aspect of the problem. The book chapters are divided into three sections: physical biometrics, behavioral biometrics and medical biometrics. The key objective of the book is to provide comprehensive reference and text on human authentication and people identity verification from both physiological, behavioural and other points of view. It aims to publish new insights into current innovations in computer systems and technology for biometrics development and its applications. The book was reviewed by the editor Dr. Jucheng Yang, and many of the guest editors, such as Dr. Girija Chetty, Dr. Norman Poh, Dr. Loris Nanni, Dr. Jianjiang Feng, Dr. Dongsun Park, Dr. Sook Yoon and so on, who also made a significant contribution to the book

    Connected Attribute Filtering Based on Contour Smoothness

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    Design revolutions: IASDR 2019 Conference Proceedings. Volume 2: Living, Making, Value

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 2 includes papers from Living, Making and Value tracks of the conference

    Statistical and image analysis methods and applications

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    Gamma-ray Bursts: 15 Years of GRB Afterglows

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    Gamma-ray bursts (GRB) are amongst the most energetic phenomena in the Universe. In 1997 (more than 15 years ago), BeppoSAX allowed the detection of the first GRB X-ray afterglow, leading to the detection of afterglows at other wavelengths (optical, radio) in the following years, probing the cosmological distance scale. There are still many other open issues which still need to be addressed, regarding both theoretical and observational aspects: prompt emission and afterglow physics, progenitors (including Pop III stars), host galaxies, multi-messenger information, etc

    A Critical Inquiry: Paintbrush to Pixels; Developing Paradigms In the production and consumption of New Media Art.

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    Art represents our culture, and our current culture is largely dependent on technology. However, artworks created and exhibited with digital technologies have not been as perceptible so far within contemporary arts institutions as traditional analogue art forms. This thesis instigates a critical investigation into the development and values of technology-based art works utilizing qualitative interpretations of the data. Whilst this rapidly changing field is problematic in terms of a conventional conclusion, the principle aim is to explore whether an improved understanding and awareness of new media art is required as a result of the paradigm shift caused via the permeation of digital technologies across art practices. The resulting new methods of production, distribution, and consumption within art require updated models of critical engagement. An appropriate paradigm shift in respect of institutions, curators, and artists will aid the integration and awareness of new media art into the broader art world. Whilst my hypothesis implies an argument for a greater presence of new media art in arts institutions, I conclude however that it is better suited to alternative modes of exhibition, such as festivals, craft labs, and workshops, as a shift from traditional art paradigms means they no longer require traditional structures of display. New media based art would truly benefit from greater awareness through a developed lexicon, education, and reportage. The balance between the institution, and growing trends such as festivals and commercial applications has been identified as key. If art forms utilising new technology do not also utilise the new expressive language it affords, then they will merely be seen as replicating old forms, rather than developing new and revolutionary ones. New media’s role within art is through a progressive discourse, which is still to fully reveal its place and relationship with mainstream contemporary arts. Based on an extensive critical survey and a probing investigation into the current parameters of new media arts this thesis seeks to contribute to that discourse
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