9 research outputs found

    User-assisted intrinsic images

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    For many computational photography applications, the lighting and materials in the scene are critical pieces of information. We seek to obtain intrinsic images, which decompose a photo into the product of an illumination component that represents lighting effects and a reflectance component that is the color of the observed material. This is an under-constrained problem and automatic methods are challenged by complex natural images. We describe a new approach that enables users to guide an optimization with simple indications such as regions of constant reflectance or illumination. Based on a simple assumption on local reflectance distributions, we derive a new propagation energy that enables a closed form solution using linear least-squares. We achieve fast performance by introducing a novel downsampling that preserves local color distributions. We demonstrate intrinsic image decomposition on a variety of images and show applications.National Science Foundation (U.S.) (NSF CAREER award 0447561)Institut national de recherche en informatique et en automatique (France) (Associate Research Team “Flexible Rendering”)Microsoft Research (New Faculty Fellowship)Alfred P. Sloan Foundation (Research Fellowship)Quanta Computer, Inc. (MIT-Quanta T Party

    Perceptually inspired image estimation and enhancement

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Brain and Cognitive Sciences, 2009.Includes bibliographical references (p. 137-144).In this thesis, we present three image estimation and enhancement algorithms inspired by human vision. In the first part of the thesis, we propose an algorithm for mapping one image to another based on the statistics of a training set. Many vision problems can be cast as image mapping problems, such as, estimating reflectance from luminance, estimating shape from shading, separating signal and noise, etc. Such problems are typically under-constrained, and yet humans are remarkably good at solving them. Classic computational theories about the ability of the human visual system to solve such under-constrained problems attribute this feat to the use of some intuitive regularities of the world, e.g., surfaces tend to be piecewise constant. In recent years, there has been considerable interest in deriving more sophisticated statistical constraints from natural images, but because of the high-dimensional nature of images, representing and utilizing the learned models remains a challenge. Our techniques produce models that are very easy to store and to query. We show these techniques to be effective for a number of applications: removing noise from images, estimating a sharp image from a blurry one, decomposing an image into reflectance and illumination, and interpreting lightness illusions. In the second part of the thesis, we present an algorithm for compressing the dynamic range of an image while retaining important visual detail. The human visual system confronts a serious challenge with dynamic range, in that the physical world has an extremely high dynamic range, while neurons have low dynamic ranges.(cont.) The human visual system performs dynamic range compression by applying automatic gain control, in both the retina and the visual cortex. Taking inspiration from that, we designed techniques that involve multi-scale subband transforms and smooth gain control on subband coefficients, and resemble the contrast gain control mechanism in the visual cortex. We show our techniques to be successful in producing dynamic-range-compressed images without compromising the visibility of detail or introducing artifacts. We also show that the techniques can be adapted for the related problem of "companding", in which a high dynamic range image is converted to a low dynamic range image and saved using fewer bits, and later expanded back to high dynamic range with minimal loss of visual quality. In the third part of the thesis, we propose a technique that enables a user to easily localize image and video editing by drawing a small number of rough scribbles. Image segmentation, usually treated as an unsupervised clustering problem, is extremely difficult to solve. With a minimal degree of user supervision, however, we are able to generate selection masks with good quality. Our technique learns a classifier using the user-scribbled pixels as training examples, and uses the classifier to classify the rest of the pixels into distinct classes. It then uses the classification results as per-pixel data terms, combines them with a smoothness term that respects color discontinuities, and generates better results than state-of-art algorithms for interactive segmentation.by Yuanzhen Li.Ph.D

    Differential operators on sketches via alpha contours

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    A vector sketch is a popular and natural geometry representation depicting a 2D shape. When viewed from afar, the disconnected vector strokes of a sketch and the empty space around them visually merge into positive space and negative space, respectively. Positive and negative spaces are the key elements in the composition of a sketch and define what we perceive as the shape. Nevertheless, the notion of positive or negative space is mathematically ambiguous: While the strokes unambiguously indicate the interior or boundary of a 2D shape, the empty space may or may not belong to the shape’s exterior. For standard discrete geometry representations, such as meshes or point clouds, some of the most robust pipelines rely on discretizations of differential operators, such as Laplace-Beltrami. Such discretizations are not available for vector sketches; defining them may enable numerous applications of classical methods on vector sketches. However, to do so, one needs to define the positive space of a vector sketch, or the sketch shape. Even though extracting this 2D sketch shape is mathematically ambiguous, we propose a robust algorithm, Alpha Contours, constructing its conservative estimate: a 2D shape containing all the input strokes, which lie in its interior or on its boundary, and aligning tightly to a sketch. This allows us to define popular differential operators on vector sketches, such as Laplacian and Steklov operators. We demonstrate that our construction enables robust tools for vector sketches, such as As-Rigid-As-Possible sketch deformation and functional maps between sketches, as well as solving partial differential equations on a vector sketch

    Ink-and-Ray: Bas-Relief Meshes for Adding Global Illumination Effects to Hand-Drawn Characters

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    We present a new approach for generating global illumination renderings of hand-drawn characters using only a small set of simple annotations. Our system exploits the concept of bas-relief sculptures, making it possible to generate 3D proxies suitable for rendering without requiring side-views or extensive user input. We formulate an optimization process that automatically constructs approximate geometry sufficient to evoke the impression of a consistent 3D shape. The resulting renders provide the richer stylization capabilities of 3D global illumination while still retaining the 2D handdrawn look-and-feel. We demonstrate our approach on a varied set of handdrawn images and animations, showing that even in comparison to ground truth renderings of full 3D objects, our bas-relief approximation is able to produce convincing global illumination effects, including self-shadowing, glossy reflections, and diffuse color bleeding

    Rethinking auto-colourisation of natural Images in the context of deep learning

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    Auto-colourisation is the ill-posed problem of creating a plausible full-colour image from a grey-scale prior. The current state of the art utilises image-to-image Generative Adversarial Networks (GANs). The standard method for training colourisation is reformulating RGB images into a luminance prior and two-channel chrominance supervisory signal. However, progress in auto-colourisation is inherently limited by multiple prerequisite dilemmas, where unsolved problems are mutual prerequisites. This thesis advances the field of colourisation on three fronts: architecture, measures, and data. Changes are recommended to common GAN colourisation architectures. Firstly, removing batch normalisation from the discriminator to allow the discriminator to learn the primary statistics of plausible colour images. Secondly, eliminating the direct L1 loss on the generator as L1 will limit the discovery of the plausible colour manifold. The lack of an objective measure of plausible colourisation necessitates resource-intensive human evaluation and repurposed objective measures from other fields. There is no consensus on the best objective measure due to a knowledge gap regarding how well objective measures model the mean human opinion of plausible colourisation. An extensible data set of human-evaluated colourisations, the Human Evaluated Colourisation Dataset (HECD) is presented. The results from this dataset are compared to the commonly-used objective measures and uncover a poor correlation between the objective measures and mean human opinion. The HECD can assess the future appropriateness of proposed objective measures. An interactive tool supplied with the HECD allows for a first exploration of the space of plausible colourisation. Finally, it will be shown that the luminance channel is not representative of the legacy black-and-white images that will be presented to models when deployed; This leads to out-of-distribution errors in all three channels of the final colour image. A novel technique is proposed to simulate priors that match any black-and-white media for which the spectral response is known

    Single View Modeling and View Synthesis

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    This thesis develops new algorithms to produce 3D content from a single camera. Today, amateurs can use hand-held camcorders to capture and display the 3D world in 2D, using mature technologies. However, there is always a strong desire to record and re-explore the 3D world in 3D. To achieve this goal, current approaches usually make use of a camera array, which suffers from tedious setup and calibration processes, as well as lack of portability, limiting its application to lab experiments. In this thesis, I try to produce the 3D contents using a single camera, making it as simple as shooting pictures. It requires a new front end capturing device rather than a regular camcorder, as well as more sophisticated algorithms. First, in order to capture the highly detailed object surfaces, I designed and developed a depth camera based on a novel technique called light fall-off stereo (LFS). The LFS depth camera outputs color+depth image sequences and achieves 30 fps, which is necessary for capturing dynamic scenes. Based on the output color+depth images, I developed a new approach that builds 3D models of dynamic and deformable objects. While the camera can only capture part of a whole object at any instance, partial surfaces are assembled together to form a complete 3D model by a novel warping algorithm. Inspired by the success of single view 3D modeling, I extended my exploration into 2D-3D video conversion that does not utilize a depth camera. I developed a semi-automatic system that converts monocular videos into stereoscopic videos, via view synthesis. It combines motion analysis with user interaction, aiming to transfer as much depth inferring work from the user to the computer. I developed two new methods that analyze the optical flow in order to provide additional qualitative depth constraints. The automatically extracted depth information is presented in the user interface to assist with user labeling work. In this thesis, I developed new algorithms to produce 3D contents from a single camera. Depending on the input data, my algorithm can build high fidelity 3D models for dynamic and deformable objects if depth maps are provided. Otherwise, it can turn the video clips into stereoscopic video

    Gradient variation: A key to enhancing photographs across illumination

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    Ph.DDOCTOR OF PHILOSOPH

    Drawing from calculators.

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