195 research outputs found

    Cuboid-maps for indoor illumination modeling and augmented reality rendering

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    This thesis proposes a novel approach for indoor scene illumination modeling and augmented reality rendering. Our key observation is that an indoor scene is well represented by a set of rectangular spaces, where important illuminants reside on their boundary faces, such as a window on a wall or a ceiling light. Given a perspective image or a panorama and detected rectangular spaces as inputs, we estimate their cuboid shapes, and infer illumination components for each face of the cuboids by a simple convolutional neural architecture. The process turns an image into a set of cuboid environment maps, each of which is a simple extension of a traditional cube-map. For augmented reality rendering, we simply take a linear combination of inferred environment maps and an input image, producing surprisingly realistic illumination effects. This approach is simple and efficient, avoids flickering, and achieves quantitatively more accurate and qualitatively more realistic effects than competing substantially more complicated systems

    Learning geometric and lighting priors from natural images

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    Comprendre les images est d’une importance cruciale pour une pléthore de tâches, de la composition numérique au ré-éclairage d’une image, en passant par la reconstruction 3D d’objets. Ces tâches permettent aux artistes visuels de réaliser des chef-d’oeuvres ou d’aider des opérateurs à prendre des décisions de façon sécuritaire en fonction de stimulis visuels. Pour beaucoup de ces tâches, les modèles physiques et géométriques que la communauté scientifique a développés donnent lieu à des problèmes mal posés possédant plusieurs solutions, dont généralement une seule est raisonnable. Pour résoudre ces indéterminations, le raisonnement sur le contexte visuel et sémantique d’une scène est habituellement relayé à un artiste ou un expert qui emploie son expérience pour réaliser son travail. Ceci est dû au fait qu’il est généralement nécessaire de raisonner sur la scène de façon globale afin d’obtenir des résultats plausibles et appréciables. Serait-il possible de modéliser l’expérience à partir de données visuelles et d’automatiser en partie ou en totalité ces tâches ? Le sujet de cette thèse est celui-ci : la modélisation d’a priori par apprentissage automatique profond pour permettre la résolution de problèmes typiquement mal posés. Plus spécifiquement, nous couvrirons trois axes de recherche, soient : 1) la reconstruction de surface par photométrie, 2) l’estimation d’illumination extérieure à partir d’une seule image et 3) l’estimation de calibration de caméra à partir d’une seule image avec un contenu générique. Ces trois sujets seront abordés avec une perspective axée sur les données. Chacun de ces axes comporte des analyses de performance approfondies et, malgré la réputation d’opacité des algorithmes d’apprentissage machine profonds, nous proposons des études sur les indices visuels captés par nos méthodes.Understanding images is needed for a plethora of tasks, from compositing to image relighting, including 3D object reconstruction. These tasks allow artists to realize masterpieces or help operators to safely make decisions based on visual stimuli. For many of these tasks, the physical and geometric models that the scientific community has developed give rise to ill-posed problems with several solutions, only one of which is generally reasonable. To resolve these indeterminations, the reasoning about the visual and semantic context of a scene is usually relayed to an artist or an expert who uses his experience to carry out his work. This is because humans are able to reason globally on the scene in order to obtain plausible and appreciable results. Would it be possible to model this experience from visual data and partly or totally automate tasks? This is the topic of this thesis: modeling priors using deep machine learning to solve typically ill-posed problems. More specifically, we will cover three research axes: 1) surface reconstruction using photometric cues, 2) outdoor illumination estimation from a single image and 3) camera calibration estimation from a single image with generic content. These three topics will be addressed from a data-driven perspective. Each of these axes includes in-depth performance analyses and, despite the reputation of opacity of deep machine learning algorithms, we offer studies on the visual cues captured by our methods

    Beyond the Pixel: a Photometrically Calibrated HDR Dataset for Luminance and Color Prediction

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    Light plays an important role in human well-being. However, most computer vision tasks treat pixels without considering their relationship to physical luminance. To address this shortcoming, we introduce the Laval Photometric Indoor HDR Dataset, the first large-scale photometrically calibrated dataset of high dynamic range 360{\deg} panoramas. Our key contribution is the calibration of an existing, uncalibrated HDR Dataset. We do so by accurately capturing RAW bracketed exposures simultaneously with a professional photometric measurement device (chroma meter) for multiple scenes across a variety of lighting conditions. Using the resulting measurements, we establish the calibration coefficients to be applied to the HDR images. The resulting dataset is a rich representation of indoor scenes which displays a wide range of illuminance and color, and varied types of light sources. We exploit the dataset to introduce three novel tasks, where: per-pixel luminance, per-pixel color and planar illuminance can be predicted from a single input image. Finally, we also capture another smaller photometric dataset with a commercial 360{\deg} camera, to experiment on generalization across cameras. We are optimistic that the release of our datasets and associated code will spark interest in physically accurate light estimation within the community. Dataset and code are available at https://lvsn.github.io/beyondthepixel/

    Gain compensation across LIDAR scans

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    High-end Terrestrial Lidar Scanners are often equipped with RGB cameras that are used to colorize the point samples. Some of these scanners produce panoramic HDR images by encompassing the information of multiple pictures with different exposures. Unfortunately, exported RGB color values are not in an absolute color space, and thus point samples with similar reflectivity values might exhibit strong color differences depending on the scan the sample comes from. These color differences produce severe visual artifacts if, as usual, multiple point clouds colorized independently are combined into a single point cloud. In this paper we propose an automatic algorithm to minimize color differences among a collection of registered scans. The basic idea is to find correspondences between pairs of scans, i.e. surface patches that have been captured by both scans. If the patches meet certain requirements, their colors should match in both scans. We build a graph from such pair-wise correspondences, and solve for the gain compensation factors that better uniformize color across scans. The resulting panoramas can be used to colorize the point clouds consistently. We discuss the characterization of good candidate matches, and how to find such correspondences directly on the panorama images instead of in 3D space. We have tested this approach to uniformize color across scans acquired with a Leica RTC360 scanner, with very good results.This work has been partially supported by the project TIN2017-88515-C2-1-R funded by MCIN/AEI/10.13039/5011000- 11033/FEDER ‘‘A way to make Europe’’, by the EU Horizon 2020, JPICH Conservation, Protection and Use initiative (JPICH-0127) and the Spanish Agencia Estatal de Invesigación (grant PCI2020- 111979), by the Universidad Rey Juan Carlos through the Distinguished Researcher position INVESDIST-04 under the call from 17/12/2020, and a Maria Zambrano research fellowship at Universitat Politècnica de Catalunya funded by Ministerio de Universidades.Peer ReviewedPostprint (published version

    Effectiveness of Indoor Daylight Replication in Virtual Reality

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    This paper explores ways of letting users interact with daylighting spaces in a virtual reality (VR) environment. Two methods for viewing daylighting in VR are presented, both of which use a physically-based raytracer to generate daylighting images and a game engine for viewing them. The first method creates a 360° panorama of the space at a particular point. This is then extended to generate multiple renderings from different locations in the scene, allowing users to view the space from different positions. The second method creates a texture for each polygon face in the scene. This approach allows users to freely move around the scene at the cost of losing the specular component of the textures. Finally, a user study is proposed to compare the two methods

    Remote Visual Observation of Real Places Through Virtual Reality Headsets

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    Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances. The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems. To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions. More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices. The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues. Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems

    Fully-automatic inverse tone mapping algorithm based on dynamic mid-level tone mapping

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    High Dynamic Range (HDR) displays can show images with higher color contrast levels and peak luminosities than the common Low Dynamic Range (LDR) displays. However, most existing video content is recorded and/or graded in LDR format. To show LDR content on HDR displays, it needs to be up-scaled using a so-called inverse tone mapping algorithm. Several techniques for inverse tone mapping have been proposed in the last years, going from simple approaches based on global and local operators to more advanced algorithms such as neural networks. Some of the drawbacks of existing techniques for inverse tone mapping are the need for human intervention, the high computation time for more advanced algorithms, limited low peak brightness, and the lack of the preservation of the artistic intentions. In this paper, we propose a fully-automatic inverse tone mapping operator based on mid-level mapping capable of real-time video processing. Our proposed algorithm allows expanding LDR images into HDR images with peak brightness over 1000 nits, preserving the artistic intentions inherent to the HDR domain. We assessed our results using the full-reference objective quality metrics HDR-VDP-2.2 and DRIM, and carrying out a subjective pair-wise comparison experiment. We compared our results with those obtained with the most recent methods found in the literature. Experimental results demonstrate that our proposed method outperforms the current state-of-the-art of simple inverse tone mapping methods and its performance is similar to other more complex and time-consuming advanced techniques
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