113 research outputs found

    Physically Based Rendering of Synthetic Objects in Real Environments

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    YDA görüntü gölgeleme gidermede gelişmişlik seviyesi ve YDA görüntüler için nesnel bir gölgeleme giderme kalite metriği.

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    Despite the emergence of new HDR acquisition methods, the multiple exposure technique (MET) is still the most popular one. The application of MET on dynamic scenes is a challenging task due to the diversity of motion patterns and uncontrollable factors such as sensor noise, scene occlusion and performance concerns on some platforms with limited computational capability. Currently, there are already more than 50 deghosting algorithms proposed for artifact-free HDR imaging of dynamic scenes and it is expected that this number will grow in the future. Due to the large number of algorithms, it is a difficult and time-consuming task to conduct subjective experiments for benchmarking recently proposed algorithms. In this thesis, first, a taxonomy of HDR deghosting methods and the key characteristics of each group of algorithms are introduced. Next, the potential artifacts which are observed frequently in the outputs of HDR deghosting algorithms are defined and an objective HDR image deghosting quality metric is presented. It is found that the proposed metric is well correlated with the human preferences and it may be used as a reference for benchmarking current and future HDR image deghosting algorithmsPh.D. - Doctoral Progra

    Applicability of climate-based daylight modelling

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    This PhD thesis evaluated the applicability of Climate-Based Daylight Modelling (CBDM) as it is presently done. The objectives stated in this thesis aimed at broadly assessing applicability by looking at multiple aspects: (i) the way CBDM is used by expert researchers and practitioners; (ii) how state-of-the-art simulation techniques compare to each other and how they are affected by uncertainty in input factors; (iii) how the simulated results compare with data measured in real occupied spaces. The answers obtained from a web-based questionnaire portrayed a variety of workflows used by different people to perform similar, if not the same, evaluations. At the same time, the inter-model comparison performed to compare the existing simulation techniques revealed significant differences in the way the sky and the sun are recreated by each technique. The results also demonstrated that some of the annual daylight metrics commonly required in building guidelines are sensitive to the choice of simulation tool, as well as other input parameters, such as climate data, orientation and material optical properties. All the analyses were carried out on four case study spaces, remodelled from existing classrooms that were the subject of a concurrent research study that monitored their interior luminous conditions. A large database of High Dynamic Range images was collected for that study, and the luminance data derived from these images could be used in this work to explore a new methodology to calibrate climate-based daylight models. The results collected and presented in this dissertation illustrate how, at the time of writing, there is not a single established common framework to follow when performing CBDM evaluations. Several different techniques coexist but each of them is characterised by a specific domain of applicability

    A Modular and Open-Source Framework for Virtual Reality Visualisation and Interaction in Bioimaging

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    Life science today involves computational analysis of a large amount and variety of data, such as volumetric data acquired by state-of-the-art microscopes, or mesh data from analysis of such data or simulations. The advent of new imaging technologies, such as lightsheet microscopy, has resulted in the users being confronted with an ever-growing amount of data, with even terabytes of imaging data created within a day. With the possibility of gentler and more high-performance imaging, the spatiotemporal complexity of the model systems or processes of interest is increasing as well. Visualisation is often the first step in making sense of this data, and a crucial part of building and debugging analysis pipelines. It is therefore important that visualisations can be quickly prototyped, as well as developed or embedded into full applications. In order to better judge spatiotemporal relationships, immersive hardware, such as Virtual or Augmented Reality (VR/AR) headsets and associated controllers are becoming invaluable tools. In this work we present scenery, a modular and extensible visualisation framework for the Java VM that can handle mesh and large volumetric data, containing multiple views, timepoints, and color channels. scenery is free and open-source software, works on all major platforms, and uses the Vulkan or OpenGL rendering APIs. We introduce scenery's main features, and discuss its use with VR/AR hardware and in distributed rendering. In addition to the visualisation framework, we present a series of case studies, where scenery can provide tangible benefit in developmental and systems biology: With Bionic Tracking, we demonstrate a new technique for tracking cells in 4D volumetric datasets via tracking eye gaze in a virtual reality headset, with the potential to speed up manual tracking tasks by an order of magnitude. We further introduce ideas to move towards virtual reality-based laser ablation and perform a user study in order to gain insight into performance, acceptance and issues when performing ablation tasks with virtual reality hardware in fast developing specimen. To tame the amount of data originating from state-of-the-art volumetric microscopes, we present ideas how to render the highly-efficient Adaptive Particle Representation, and finally, we present sciview, an ImageJ2/Fiji plugin making the features of scenery available to a wider audience.:Abstract Foreword and Acknowledgements Overview and Contributions Part 1 - Introduction 1 Fluorescence Microscopy 2 Introduction to Visual Processing 3 A Short Introduction to Cross Reality 4 Eye Tracking and Gaze-based Interaction Part 2 - VR and AR for System Biology 5 scenery — VR/AR for Systems Biology 6 Rendering 7 Input Handling and Integration of External Hardware 8 Distributed Rendering 9 Miscellaneous Subsystems 10 Future Development Directions Part III - Case Studies C A S E S T U D I E S 11 Bionic Tracking: Using Eye Tracking for Cell Tracking 12 Towards Interactive Virtual Reality Laser Ablation 13 Rendering the Adaptive Particle Representation 14 sciview — Integrating scenery into ImageJ2 & Fiji Part IV - Conclusion 15 Conclusions and Outlook Backmatter & Appendices A Questionnaire for VR Ablation User Study B Full Correlations in VR Ablation Questionnaire C Questionnaire for Bionic Tracking User Study List of Tables List of Figures Bibliography Selbstständigkeitserklärun

    Practical and continuous luminance distribution measurements for lighting quality

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    Practical and continuous luminance distribution measurements for lighting quality

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    Photo response non-uniformity based image forensics in the presence of challenging factors

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    With the ever-increasing prevalence of digital imaging devices and the rapid development of networks, the sharing of digital images becomes ubiquitous in our daily life. However, the pervasiveness of powerful image-editing tools also makes the digital images an easy target for malicious manipulations. Thus, to prevent people from falling victims to fake information and trace the criminal activities, digital image forensics methods like source camera identification, source oriented image clustering and image forgery detections have been developed. Photo response non-uniformity (PRNU), which is an intrinsic sensor noise arises due to the pixels non-uniform response to the incident, has been used as a powerful tool for image device fingerprinting. The forensic community has developed a vast number of PRNU-based methods in different fields of digital image forensics. However, with the technology advancement in digital photography, the emergence of photo-sharing social networking sites, as well as the anti-forensics attacks targeting the PRNU, it brings new challenges to PRNU-based image forensics. For example, the performance of the existing forensic methods may deteriorate due to different camera exposure parameter settings and the efficacy of the PRNU-based methods can be directly challenged by image editing tools from social network sites or anti-forensics attacks. The objective of this thesis is to investigate and design effective methods to mitigate some of these challenges on PRNU-based image forensics. We found that the camera exposure parameter settings, especially the camera sensitivity, which is commonly known by the name of the ISO speed, can influence the PRNU-based image forgery detection. Hence, we first construct the Warwick Image Forensics Dataset, which contains images taken with diverse exposure parameter settings to facilitate further studies. To address the impact from ISO speed on PRNU-based image forgery detection, an ISO speed-specific correlation prediction process is proposed with a content-based ISO speed inference method to facilitate the process even if the ISO speed information is not available. We also propose a three-step framework to allow the PRNUbased source oriented clustering methods to perform successfully on Instagram images, despite some built-in image filters from Instagram may significantly distort PRNU. Additionally, for the binary classification of detecting whether an image's PRNU is attacked or not, we propose a generative adversarial network-based training strategy for a neural network-based classifier, which makes the classifier generalize better for images subject to unprecedented attacks. The proposed methods are evaluated on public benchmarking datasets and our Warwick Image Forensics Dataset, which is released to the public as well. The experimental results validate the effectiveness of the methods proposed in this thesis

    Towards Predictive Rendering in Virtual Reality

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    The strive for generating predictive images, i.e., images representing radiometrically correct renditions of reality, has been a longstanding problem in computer graphics. The exactness of such images is extremely important for Virtual Reality applications like Virtual Prototyping, where users need to make decisions impacting large investments based on the simulated images. Unfortunately, generation of predictive imagery is still an unsolved problem due to manifold reasons, especially if real-time restrictions apply. First, existing scenes used for rendering are not modeled accurately enough to create predictive images. Second, even with huge computational efforts existing rendering algorithms are not able to produce radiometrically correct images. Third, current display devices need to convert rendered images into some low-dimensional color space, which prohibits display of radiometrically correct images. Overcoming these limitations is the focus of current state-of-the-art research. This thesis also contributes to this task. First, it briefly introduces the necessary background and identifies the steps required for real-time predictive image generation. Then, existing techniques targeting these steps are presented and their limitations are pointed out. To solve some of the remaining problems, novel techniques are proposed. They cover various steps in the predictive image generation process, ranging from accurate scene modeling over efficient data representation to high-quality, real-time rendering. A special focus of this thesis lays on real-time generation of predictive images using bidirectional texture functions (BTFs), i.e., very accurate representations for spatially varying surface materials. The techniques proposed by this thesis enable efficient handling of BTFs by compressing the huge amount of data contained in this material representation, applying them to geometric surfaces using texture and BTF synthesis techniques, and rendering BTF covered objects in real-time. Further approaches proposed in this thesis target inclusion of real-time global illumination effects or more efficient rendering using novel level-of-detail representations for geometric objects. Finally, this thesis assesses the rendering quality achievable with BTF materials, indicating a significant increase in realism but also confirming the remainder of problems to be solved to achieve truly predictive image generation
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