50 research outputs found

    Deep Video Color Propagation

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    Traditional approaches for color propagation in videos rely on some form of matching between consecutive video frames. Using appearance descriptors, colors are then propagated both spatially and temporally. These methods, however, are computationally expensive and do not take advantage of semantic information of the scene. In this work we propose a deep learning framework for color propagation that combines a local strategy, to propagate colors frame-by-frame ensuring temporal stability, and a global strategy, using semantics for color propagation within a longer range. Our evaluation shows the superiority of our strategy over existing video and image color propagation methods as well as neural photo-realistic style transfer approaches.Comment: BMVC 201

    Noise-based Enhancement for Foveated Rendering

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    Human visual sensitivity to spatial details declines towards the periphery. Novel image synthesis techniques, so-called foveated rendering, exploit this observation and reduce the spatial resolution of synthesized images for the periphery, avoiding the synthesis of high-spatial-frequency details that are costly to generate but not perceived by a viewer. However, contemporary techniques do not make a clear distinction between the range of spatial frequencies that must be reproduced and those that can be omitted. For a given eccentricity, there is a range of frequencies that are detectable but not resolvable. While the accurate reproduction of these frequencies is not required, an observer can detect their absence if completely omitted. We use this observation to improve the performance of existing foveated rendering techniques. We demonstrate that this specific range of frequencies can be efficiently replaced with procedural noise whose parameters are carefully tuned to image content and human perception. Consequently, these fre- quencies do not have to be synthesized during rendering, allowing more aggressive foveation, and they can be replaced by noise generated in a less expensive post-processing step, leading to improved performance of the ren- dering system. Our main contribution is a perceptually-inspired technique for deriving the parameters of the noise required for the enhancement and its calibration. The method operates on rendering output and runs at rates exceeding 200 FPS at 4K resolution, making it suitable for integration with real-time foveated rendering systems for VR and AR devices. We validate our results and compare them to the existing contrast enhancement technique in user experiments

    Two Decades of Colorization and Decolorization for Images and Videos

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    Colorization is a computer-aided process, which aims to give color to a gray image or video. It can be used to enhance black-and-white images, including black-and-white photos, old-fashioned films, and scientific imaging results. On the contrary, decolorization is to convert a color image or video into a grayscale one. A grayscale image or video refers to an image or video with only brightness information without color information. It is the basis of some downstream image processing applications such as pattern recognition, image segmentation, and image enhancement. Different from image decolorization, video decolorization should not only consider the image contrast preservation in each video frame, but also respect the temporal and spatial consistency between video frames. Researchers were devoted to develop decolorization methods by balancing spatial-temporal consistency and algorithm efficiency. With the prevalance of the digital cameras and mobile phones, image and video colorization and decolorization have been paid more and more attention by researchers. This paper gives an overview of the progress of image and video colorization and decolorization methods in the last two decades.Comment: 12 pages, 19 figure

    Neural Radiance Fields: Past, Present, and Future

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    The various aspects like modeling and interpreting 3D environments and surroundings have enticed humans to progress their research in 3D Computer Vision, Computer Graphics, and Machine Learning. An attempt made by Mildenhall et al in their paper about NeRFs (Neural Radiance Fields) led to a boom in Computer Graphics, Robotics, Computer Vision, and the possible scope of High-Resolution Low Storage Augmented Reality and Virtual Reality-based 3D models have gained traction from res with more than 1000 preprints related to NeRFs published. This paper serves as a bridge for people starting to study these fields by building on the basics of Mathematics, Geometry, Computer Vision, and Computer Graphics to the difficulties encountered in Implicit Representations at the intersection of all these disciplines. This survey provides the history of rendering, Implicit Learning, and NeRFs, the progression of research on NeRFs, and the potential applications and implications of NeRFs in today's world. In doing so, this survey categorizes all the NeRF-related research in terms of the datasets used, objective functions, applications solved, and evaluation criteria for these applications.Comment: 413 pages, 9 figures, 277 citation

    Two-Stream Convolutional Networks for Dynamic Texture Synthesis

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    This thesis introduces a two-stream model for dynamic texture synthesis. The model is based on pre-trained convolutional networks (ConvNets) that target two independent tasks: (i) object recognition, and (ii) optical flow regression. Given an input dynamic texture, statistics of filter responses from the object recognition and optical flow ConvNets encapsulate the per-frame appearance and dynamics of the input texture, respectively. To synthesize a dynamic texture, a randomly initialized input sequence is optimized to match the feature statistics from each stream of an example texture. In addition, the synthesis approach is applied to combine the texture appearance from one texture with the dynamics of another to generate entirely novel dynamic textures. Overall, the proposed approach generates high quality samples that match both the framewise appearance and temporal evolution of input texture. Finally, a quantitative evaluation of the proposed dynamic texture synthesis approach is performed via a large-scale user study

    Biologically motivated keypoint detection for RGB-D data

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    With the emerging interest in active vision, computer vision researchers have been increasingly concerned with the mechanisms of attention. Therefore, several visual attention computational models inspired by the human visual system, have been developed, aiming at the detection of regions of interest in images. This thesis is focused on selective visual attention, which provides a mechanism for the brain to focus computational resources on an object at a time, guided by low-level image properties (Bottom-Up attention). The task of recognizing objects in different locations is achieved by focusing on different locations, one at a time. Given the computational requirements of the models proposed, the research in this area has been mainly of theoretical interest. More recently, psychologists, neurobiologists and engineers have developed cooperation's and this has resulted in considerable benefits. The first objective of this doctoral work is to bring together concepts and ideas from these different research areas, providing a study of the biological research on human visual system and a discussion of the interdisciplinary knowledge in this area, as well as the state-of-art on computational models of visual attention (bottom-up). Normally, the visual attention is referred by engineers as saliency: when people fix their look in a particular region of the image, that's because that region is salient. In this research work, saliency methods are presented based on their classification (biological plausible, computational or hybrid) and in a chronological order. A few salient structures can be used for applications like object registration, retrieval or data simplification, being possible to consider these few salient structures as keypoints when aiming at performing object recognition. Generally, object recognition algorithms use a large number of descriptors extracted in a dense set of points, which comes along with very high computational cost, preventing real-time processing. To avoid the problem of the computational complexity required, the features have to be extracted from a small set of points, usually called keypoints. The use of keypoint-based detectors allows the reduction of the processing time and the redundancy in the data. Local descriptors extracted from images have been extensively reported in the computer vision literature. Since there is a large set of keypoint detectors, this suggests the need of a comparative evaluation between them. In this way, we propose to do a description of 2D and 3D keypoint detectors, 3D descriptors and an evaluation of existing 3D keypoint detectors in a public available point cloud library with 3D real objects. The invariance of the 3D keypoint detectors was evaluated according to rotations, scale changes and translations. This evaluation reports the robustness of a particular detector for changes of point-of-view and the criteria used are the absolute and the relative repeatability rate. In our experiments, the method that achieved better repeatability rate was the ISS3D method. The analysis of the human visual system and saliency maps detectors with biological inspiration led to the idea of making an extension for a keypoint detector based on the color information in the retina. Such proposal produced a 2D keypoint detector inspired by the behavior of the early visual system. Our method is a color extension of the BIMP keypoint detector, where we include both color and intensity channels of an image: color information is included in a biological plausible way and multi-scale image features are combined into a single keypoints map. This detector is compared against state-of-art detectors and found particularly well-suited for tasks such as category and object recognition. The recognition process is performed by comparing the extracted 3D descriptors in the locations indicated by the keypoints after mapping the 2D keypoints locations to the 3D space. The evaluation allowed us to obtain the best pair keypoint detector/descriptor on a RGB-D object dataset. Using our keypoint detector and the SHOTCOLOR descriptor a good category recognition rate and object recognition rate were obtained, and it is with the PFHRGB descriptor that we obtain the best results. A 3D recognition system involves the choice of keypoint detector and descriptor. A new method for the detection of 3D keypoints on point clouds is presented and a benchmarking is performed between each pair of 3D keypoint detector and 3D descriptor to evaluate their performance on object and category recognition. These evaluations are done in a public database of real 3D objects. Our keypoint detector is inspired by the behavior and neural architecture of the primate visual system: the 3D keypoints are extracted based on a bottom-up 3D saliency map, which is a map that encodes the saliency of objects in the visual environment. The saliency map is determined by computing conspicuity maps (a combination across different modalities) of the orientation, intensity and color information, in a bottom-up and in a purely stimulusdriven manner. These three conspicuity maps are fused into a 3D saliency map and, finally, the focus of attention (or "keypoint location") is sequentially directed to the most salient points in this map. Inhibiting this location automatically allows the system to attend to the next most salient location. The main conclusions are: with a similar average number of keypoints, our 3D keypoint detector outperforms the other eight 3D keypoint detectors evaluated by achiving the best result in 32 of the evaluated metrics in the category and object recognition experiments, when the second best detector only obtained the best result in 8 of these metrics. The unique drawback is the computational time, since BIK-BUS is slower than the other detectors. Given that differences are big in terms of recognition performance, size and time requirements, the selection of the keypoint detector and descriptor has to be matched to the desired task and we give some directions to facilitate this choice. After proposing the 3D keypoint detector, the research focused on a robust detection and tracking method for 3D objects by using keypoint information in a particle filter. This method consists of three distinct steps: Segmentation, Tracking Initialization and Tracking. The segmentation is made to remove all the background information, reducing the number of points for further processing. In the initialization, we use a keypoint detector with biological inspiration. The information of the object that we want to follow is given by the extracted keypoints. The particle filter does the tracking of the keypoints, so with that we can predict where the keypoints will be in the next frame. In a recognition system, one of the problems is the computational cost of keypoint detectors with this we intend to solve this problem. The experiments with PFBIKTracking method are done indoors in an office/home environment, where personal robots are expected to operate. The Tracking Error evaluates the stability of the general tracking method. We also quantitatively evaluate this method using a "Tracking Error". Our evaluation is done by the computation of the keypoint and particle centroid. Comparing our system that the tracking method which exists in the Point Cloud Library, we archive better results, with a much smaller number of points and computational time. Our method is faster and more robust to occlusion when compared to the OpenniTracker.Com o interesse emergente na visão ativa, os investigadores de visão computacional têm estado cada vez mais preocupados com os mecanismos de atenção. Por isso, uma série de modelos computacionais de atenção visual, inspirado no sistema visual humano, têm sido desenvolvidos. Esses modelos têm como objetivo detetar regiões de interesse nas imagens. Esta tese está focada na atenção visual seletiva, que fornece um mecanismo para que o cérebro concentre os recursos computacionais num objeto de cada vez, guiado pelas propriedades de baixo nível da imagem (atenção Bottom-Up). A tarefa de reconhecimento de objetos em diferentes locais é conseguida através da concentração em diferentes locais, um de cada vez. Dados os requisitos computacionais dos modelos propostos, a investigação nesta área tem sido principalmente de interesse teórico. Mais recentemente, psicólogos, neurobiólogos e engenheiros desenvolveram cooperações e isso resultou em benefícios consideráveis. No início deste trabalho, o objetivo é reunir os conceitos e ideias a partir dessas diferentes áreas de investigação. Desta forma, é fornecido o estudo sobre a investigação da biologia do sistema visual humano e uma discussão sobre o conhecimento interdisciplinar da matéria, bem como um estado de arte dos modelos computacionais de atenção visual (bottom-up). Normalmente, a atenção visual é denominada pelos engenheiros como saliência, se as pessoas fixam o olhar numa determinada região da imagem é porque esta região é saliente. Neste trabalho de investigação, os métodos saliência são apresentados em função da sua classificação (biologicamente plausível, computacional ou híbrido) e numa ordem cronológica. Algumas estruturas salientes podem ser usadas, em vez do objeto todo, em aplicações tais como registo de objetos, recuperação ou simplificação de dados. É possível considerar estas poucas estruturas salientes como pontos-chave, com o objetivo de executar o reconhecimento de objetos. De um modo geral, os algoritmos de reconhecimento de objetos utilizam um grande número de descritores extraídos num denso conjunto de pontos. Com isso, estes têm um custo computacional muito elevado, impedindo que o processamento seja realizado em tempo real. A fim de evitar o problema da complexidade computacional requerido, as características devem ser extraídas a partir de um pequeno conjunto de pontos, geralmente chamados pontoschave. O uso de detetores de pontos-chave permite a redução do tempo de processamento e a quantidade de redundância dos dados. Os descritores locais extraídos a partir das imagens têm sido amplamente reportados na literatura de visão por computador. Uma vez que existe um grande conjunto de detetores de pontos-chave, sugere a necessidade de uma avaliação comparativa entre eles. Desta forma, propomos a fazer uma descrição dos detetores de pontos-chave 2D e 3D, dos descritores 3D e uma avaliação dos detetores de pontos-chave 3D existentes numa biblioteca de pública disponível e com objetos 3D reais. A invariância dos detetores de pontoschave 3D foi avaliada de acordo com variações nas rotações, mudanças de escala e translações. Essa avaliação retrata a robustez de um determinado detetor no que diz respeito às mudanças de ponto-de-vista e os critérios utilizados são as taxas de repetibilidade absoluta e relativa. Nas experiências realizadas, o método que apresentou melhor taxa de repetibilidade foi o método ISS3D. Com a análise do sistema visual humano e dos detetores de mapas de saliência com inspiração biológica, surgiu a ideia de se fazer uma extensão para um detetor de ponto-chave com base na informação de cor na retina. A proposta produziu um detetor de ponto-chave 2D inspirado pelo comportamento do sistema visual. O nosso método é uma extensão com base na cor do detetor de ponto-chave BIMP, onde se incluem os canais de cor e de intensidade de uma imagem. A informação de cor é incluída de forma biológica plausível e as características multi-escala da imagem são combinadas num único mapas de pontos-chave. Este detetor é comparado com os detetores de estado-da-arte e é particularmente adequado para tarefas como o reconhecimento de categorias e de objetos. O processo de reconhecimento é realizado comparando os descritores 3D extraídos nos locais indicados pelos pontos-chave. Para isso, as localizações do pontos-chave 2D têm de ser convertido para o espaço 3D. Isto foi possível porque o conjunto de dados usado contém a localização de cada ponto de no espaço 2D e 3D. A avaliação permitiu-nos obter o melhor par detetor de ponto-chave/descritor num RGB-D object dataset. Usando o nosso detetor de ponto-chave e o descritor SHOTCOLOR, obtemos uma noa taxa de reconhecimento de categorias e para o reconhecimento de objetos é com o descritor PFHRGB que obtemos os melhores resultados. Um sistema de reconhecimento 3D envolve a escolha de detetor de ponto-chave e descritor, por isso é apresentado um novo método para a deteção de pontos-chave em nuvens de pontos 3D e uma análise comparativa é realizada entre cada par de detetor de ponto-chave 3D e descritor 3D para avaliar o desempenho no reconhecimento de categorias e de objetos. Estas avaliações são feitas numa base de dados pública de objetos 3D reais. O nosso detetor de ponto-chave é inspirado no comportamento e na arquitetura neural do sistema visual dos primatas. Os pontos-chave 3D são extraídas com base num mapa de saliências 3D bottom-up, ou seja, um mapa que codifica a saliência dos objetos no ambiente visual. O mapa de saliência é determinada pelo cálculo dos mapas de conspicuidade (uma combinação entre diferentes modalidades) da orientação, intensidade e informações de cor de forma bottom-up e puramente orientada para o estímulo. Estes três mapas de conspicuidade são fundidos num mapa de saliência 3D e, finalmente, o foco de atenção (ou "localização do ponto-chave") está sequencialmente direcionado para os pontos mais salientes deste mapa. Inibir este local permite que o sistema automaticamente orientado para próximo local mais saliente. As principais conclusões são: com um número médio similar de pontos-chave, o nosso detetor de ponto-chave 3D supera os outros oito detetores de pontos-chave 3D avaliados, obtendo o melhor resultado em 32 das métricas avaliadas nas experiências do reconhecimento das categorias e dos objetos, quando o segundo melhor detetor obteve apenas o melhor resultado em 8 dessas métricas. A única desvantagem é o tempo computacional, uma vez que BIK-BUS é mais lento do que os outros detetores. Dado que existem grandes diferenças em termos de desempenho no reconhecimento, de tamanho e de tempo, a seleção do detetor de ponto-chave e descritor tem de ser interligada com a tarefa desejada e nós damos algumas orientações para facilitar esta escolha neste trabalho de investigação. Depois de propor um detetor de ponto-chave 3D, a investigação incidiu sobre um método robusto de deteção e tracking de objetos 3D usando as informações dos pontos-chave num filtro de partículas. Este método consiste em três etapas distintas: Segmentação, Inicialização do Tracking e Tracking. A segmentação é feita de modo a remover toda a informação de fundo, a fim de reduzir o número de pontos para processamento futuro. Na inicialização, usamos um detetor de ponto-chave com inspiração biológica. A informação do objeto que queremos seguir é dada pelos pontos-chave extraídos. O filtro de partículas faz o acompanhamento dos pontoschave, de modo a se poder prever onde os pontos-chave estarão no próximo frame. As experiências com método PFBIK-Tracking são feitas no interior, num ambiente de escritório/casa, onde se espera que robôs pessoais possam operar. Também avaliado quantitativamente este método utilizando um "Tracking Error". A avaliação passa pelo cálculo das centróides dos pontos-chave e das partículas. Comparando o nosso sistema com o método de tracking que existe na biblioteca usada no desenvolvimento, nós obtemos melhores resultados, com um número muito menor de pontos e custo computacional. O nosso método é mais rápido e mais robusto em termos de oclusão, quando comparado com o OpenniTracker

    High-fidelity imaging : the computational models of the human visual system in high dynamic range video compression, visible difference prediction and image processing

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    As new displays and cameras offer enhanced color capabilities, there is a need to extend the precision of digital content. High Dynamic Range (HDR) imaging encodes images and video with higher than normal bit-depth precision, enabling representation of the complete color gamut and the full visible range of luminance. This thesis addresses three problems of HDR imaging: the measurement of visible distortions in HDR images, lossy compression for HDR video, and artifact-free image processing. To measure distortions in HDR images, we develop a visual difference predictor for HDR images that is based on a computational model of the human visual system. To address the problem of HDR image encoding and compression, we derive a perceptually motivated color space for HDR pixels that can efficiently encode all perceivable colors and distinguishable shades of brightness. We use the derived color space to extend the MPEG-4 video compression standard for encoding HDR movie sequences. We also propose a backward-compatible HDR MPEG compression algorithm that encodes both a low-dynamic range and an HDR video sequence into a single MPEG stream. Finally, we propose a framework for image processing in the contrast domain. The framework transforms an image into multi-resolution physical contrast images (maps), which are then rescaled in just-noticeable-difference (JND) units. The application of the framework is demonstrated with a contrast-enhancing tone mapping and a color to gray conversion that preserves color saliency.Aktuelle Innovationen in der Farbverarbeitung bei Bildschirmen und Kameras erzwingen eine Präzisionserweiterung bei digitalen Medien. High Dynamic Range (HDR) kodieren Bilder und Video mit einer grösseren Bittiefe pro Pixel, und ermöglichen damit die Darstellung des kompletten Farbraums und aller sichtbaren Helligkeitswerte. Diese Arbeit konzentriert sich auf drei Probleme in der HDR-Verarbeitung: Messung von für den Menschen störenden Fehlern in HDR-Bildern, verlustbehaftete Kompression von HDR-Video, und visuell verlustfreie HDR-Bildverarbeitung. Die Messung von HDR-Bildfehlern geschieht mittels einer Vorhersage von sichtbaren Unterschieden zweier HDR-Bilder. Die Vorhersage basiert dabei auf einer Modellierung der menschlichen Sehens. Wir addressieren die Kompression und Kodierung von HDR-Bildern mit der Ableitung eines perzeptuellen Farbraums für HDR-Pixel, der alle wahrnehmbaren Farben und deren unterscheidbaren Helligkeitsnuancen effizient abbildet. Danach verwenden wir diesen Farbraum für die Erweiterung des MPEG-4 Videokompressionsstandards, welcher sich hinfort auch für die Kodierung von HDR-Videosequenzen eignet. Wir unterbreiten weiters eine rückwärts-kompatible MPEG-Kompression von HDR-Material, welche die übliche YUV-Bildsequenz zusammen mit dessen HDRVersion in einen gemeinsamen MPEG-Strom bettet. Abschliessend erklären wir unser Framework zur Bildverarbeitung in der Kontrastdomäne. Das Framework transformiert Bilder in mehrere physikalische Kontrastauflösungen, um sie danach in Einheiten von just-noticeable-difference (JND, noch erkennbarem Unterschied) zu reskalieren. Wir demonstrieren den Nutzen dieses Frameworks anhand von einem kontrastverstärkenden Tone Mapping-Verfahren und einer Graukonvertierung, die die urspr ünglichen Farbkontraste bestmöglich beibehält
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