197 research outputs found

    Space-variant picture coding

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    PhDSpace-variant picture coding techniques exploit the strong spatial non-uniformity of the human visual system in order to increase coding efficiency in terms of perceived quality per bit. This thesis extends space-variant coding research in two directions. The first of these directions is in foveated coding. Past foveated coding research has been dominated by the single-viewer, gaze-contingent scenario. However, for research into the multi-viewer and probability-based scenarios, this thesis presents a missing piece: an algorithm for computing an additive multi-viewer sensitivity function based on an established eye resolution model, and, from this, a blur map that is optimal in the sense of discarding frequencies in least-noticeable- rst order. Furthermore, for the application of a blur map, a novel algorithm is presented for the efficient computation of high-accuracy smoothly space-variant Gaussian blurring, using a specialised filter bank which approximates perfect space-variant Gaussian blurring to arbitrarily high accuracy and at greatly reduced cost compared to the brute force approach of employing a separate low-pass filter at each image location. The second direction is that of artifi cially increasing the depth-of- field of an image, an idea borrowed from photography with the advantage of allowing an image to be reduced in bitrate while retaining or increasing overall aesthetic quality. Two synthetic depth of field algorithms are presented herein, with the desirable properties of aiming to mimic occlusion eff ects as occur in natural blurring, and of handling any number of blurring and occlusion levels with the same level of computational complexity. The merits of this coding approach have been investigated by subjective experiments to compare it with single-viewer foveated image coding. The results found the depth-based preblurring to generally be significantly preferable to the same level of foveation blurring

    Blickpunktabhängige Computergraphik

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    Contemporary digital displays feature multi-million pixels at ever-increasing refresh rates. Reality, on the other hand, provides us with a view of the world that is continuous in space and time. The discrepancy between viewing the physical world and its sampled depiction on digital displays gives rise to perceptual quality degradations. By measuring or estimating where we look, gaze-contingent algorithms aim at exploiting the way we visually perceive to remedy visible artifacts. This dissertation presents a variety of novel gaze-contingent algorithms and respective perceptual studies. Chapter 4 and 5 present methods to boost perceived visual quality of conventional video footage when viewed on commodity monitors or projectors. In Chapter 6 a novel head-mounted display with real-time gaze tracking is described. The device enables a large variety of applications in the context of Virtual Reality and Augmented Reality. Using the gaze-tracking VR headset, a novel gaze-contingent render method is described in Chapter 7. The gaze-aware approach greatly reduces computational efforts for shading virtual worlds. The described methods and studies show that gaze-contingent algorithms are able to improve the quality of displayed images and videos or reduce the computational effort for image generation, while display quality perceived by the user does not change.Moderne digitale Bildschirme ermöglichen immer höhere Auflösungen bei ebenfalls steigenden Bildwiederholraten. Die Realität hingegen ist in Raum und Zeit kontinuierlich. Diese Grundverschiedenheit führt beim Betrachter zu perzeptuellen Unterschieden. Die Verfolgung der Aug-Blickrichtung ermöglicht blickpunktabhängige Darstellungsmethoden, die sichtbare Artefakte verhindern können. Diese Dissertation trägt zu vier Bereichen blickpunktabhängiger und wahrnehmungstreuer Darstellungsmethoden bei. Die Verfahren in Kapitel 4 und 5 haben zum Ziel, die wahrgenommene visuelle Qualität von Videos für den Betrachter zu erhöhen, wobei die Videos auf gewöhnlicher Ausgabehardware wie z.B. einem Fernseher oder Projektor dargestellt werden. Kapitel 6 beschreibt die Entwicklung eines neuartigen Head-mounted Displays mit Unterstützung zur Erfassung der Blickrichtung in Echtzeit. Die Kombination der Funktionen ermöglicht eine Reihe interessanter Anwendungen in Bezug auf Virtuelle Realität (VR) und Erweiterte Realität (AR). Das vierte und abschließende Verfahren in Kapitel 7 dieser Dissertation beschreibt einen neuen Algorithmus, der das entwickelte Eye-Tracking Head-mounted Display zum blickpunktabhängigen Rendern nutzt. Die Qualität des Shadings wird hierbei auf Basis eines Wahrnehmungsmodells für jeden Bildpixel in Echtzeit analysiert und angepasst. Das Verfahren hat das Potenzial den Berechnungsaufwand für das Shading einer virtuellen Szene auf ein Bruchteil zu reduzieren. Die in dieser Dissertation beschriebenen Verfahren und Untersuchungen zeigen, dass blickpunktabhängige Algorithmen die Darstellungsqualität von Bildern und Videos wirksam verbessern können, beziehungsweise sich bei gleichbleibender Bildqualität der Berechnungsaufwand des bildgebenden Verfahrens erheblich verringern lässt

    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

    Bidirectional Texture Functions: Acquisition, Rendering and Quality Evaluation

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    As one of its primary objectives, Computer Graphics aims at the simulation of fabrics’ complex reflection behaviour. Characteristic surface reflectance of fabrics, such as highlights, anisotropy or retro-reflection arise the difficulty of synthesizing. This problem can be solved by using Bidirectional Texture Functions (BTFs), a 2D-texture under various light and view direction. But the acquisition of Bidirectional Texture Functions requires an expensive setup and the measurement process is very time-consuming. Moreover, the size of BTF data can range from hundreds of megabytes to several gigabytes, as a large number of high resolution pictures have to be used in any ideal cases. Furthermore, the three-dimensional textured models rendered through BTF rendering method are subject to various types of distortion during acquisition, synthesis, compression, and processing. An appropriate image quality assessment scheme is a useful tool for evaluating image processing algorithms, especially algorithms designed to leave the image visually unchanged. In this contribution, we present and conduct an investigation aimed at locating a robust threshold for downsampling BTF images without loosing perceptual quality. To this end, an experimental study on how decreasing the texture resolution influences perceived quality of the rendered images has been presented and discussed. Next, two basic improvements to the use of BTFs for rendering are presented: firstly, the study addresses the cost of BTF acquisition by introducing a flexible low-cost step motor setup for BTF acquisition allowing to generate a high quality BTF database taken at user-defined arbitrary angles. Secondly, the number of acquired textures to the perceptual quality of renderings is adapted so that the database size is not overloaded and can fit better in memory when rendered. Although visual attention is one of the essential attributes of HVS, it is neglected in most existing quality metrics. In this thesis an appropriate objective quality metric based on extracting visual attention regions from images and adequate investigation of the influence of visual attention on perceived image quality assessment, called Visual Attention Based Image Quality Metric (VABIQM), has been proposed. The novel metric indicates that considering visual saliency can offer significant benefits with regard to constructing objective quality metrics to predict the visible quality differences in images rendered by compressed and non-compressed BTFs and also outperforms straightforward existing image quality metrics at detecting perceivable differences

    Optimizing Apparent Display Resolution Enhancement for Arbitrary Videos

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    Display resolution is frequently exceeded by available image resolution. Recently, apparent display resolution enhancement techniques (ADRE) have demonstrated how characteristics of the human visual system can be exploited to provide super-resolution on high refresh rate displays. In this paper we address the problem of generalizing the apparent display resolution enhancement technique to conventional videos of arbitrary content. We propose an optimization-based approach to continuously translate the video frames in such a way that the added motion enables apparent resolution enhancement for the salient image region. The optimization takes the optimal velocity, smoothness and similarity into account to compute an appropriate trajectory. Additionally, we provide an intuitive user interface which allows to guide the algorithm interactively and preserve important compositions within the video. We present a user study evaluating apparent rendering quality and demonstrate versatility of our method on a variety of general test scenes.Aktuelle Kameras sind in der Lage, Videos mit sehr hoher Auflösung aufzunehmen (> 4K Pixel). Monitore, Fernseher und Projektoren haben jedoch meist eine deutlich niedrigere Auflösung (FullHD). Bei der Darstellung hochaufgelöster Videos auf diesen Geräten gehen durch das nötige Herrunterrechnen der Videodaten feine Details verloren, z.B. Haare oder die Pigmentierung von Oberflächenmaterialien. Es wird ein Verfahren präsentiert, welches die Darstellung eines beliebigen Videos mit einer Auflösung ermöglicht, die perzeptuell höher ist als die Auflösung des Ausgabegerätes

    No-reference image and video quality assessment: a classification and review of recent approaches

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    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Autoencoding sensory substitution

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    Tens of millions of people live blind, and their number is ever increasing. Visual-to-auditory sensory substitution (SS) encompasses a family of cheap, generic solutions to assist the visually impaired by conveying visual information through sound. The required SS training is lengthy: months of effort is necessary to reach a practical level of adaptation. There are two reasons for the tedious training process: the elongated substituting audio signal, and the disregard for the compressive characteristics of the human hearing system. To overcome these obstacles, we developed a novel class of SS methods, by training deep recurrent autoencoders for image-to-sound conversion. We successfully trained deep learning models on different datasets to execute visual-to-auditory stimulus conversion. By constraining the visual space, we demonstrated the viability of shortened substituting audio signals, while proposing mechanisms, such as the integration of computational hearing models, to optimally convey visual features in the substituting stimulus as perceptually discernible auditory components. We tested our approach in two separate cases. In the first experiment, the author went blindfolded for 5 days, while performing SS training on hand posture discrimination. The second experiment assessed the accuracy of reaching movements towards objects on a table. In both test cases, above-chance-level accuracy was attained after a few hours of training. Our novel SS architecture broadens the horizon of rehabilitation methods engineered for the visually impaired. Further improvements on the proposed model shall yield hastened rehabilitation of the blind and a wider adaptation of SS devices as a consequence

    A Review on Human Activity Recognition Using Vision-Based Method

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