2,343 research outputs found

    A Proposal Concerning the Analysis of Shadows in Images by an Active Observer (Dissertation Proposal)

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    Shadows occur frequently in indoor scenes and outdoors on sunny days. Despite the information inherent in shadows about a scene\u27s geometry and lighting conditions, relatively little work in image understanding has addressed the important problem of recognizing shadows. This is an even more serious failing when one considers the problems shadows pose for many visual techniques such as object recognition and shape from shading. Shadows are difficult to identify because they cannot be infallibly recognized until a scene\u27s geometry and lighting are known. However, there are a number of cues which together strongly suggest the identification of a shadow. We present a list of these cues and methods which can be used by an active observer to detect shadows. By an active observer, we mean an observer that is not only mobile, but can extend a probe into its environment. The proposed approach should allow the extraction of shadows in real time. Furthermore, the identification of a shadow should improve with observing time. In order to be able to identify shadows without or prior to obtaining information about the arrangement of objects or information about the spectral properties of materials in the scene, we provide the observer with a probe with which to cast its own shadows. Any visible shadows cast by the probe can be easily identified because they will be new to the scene. These actively obtained shadows allow the observer to experimentally determine the number and location of light sources in the scene, to locate the cast shadows, and to gain information about the likely spectral changes due to shadows. We present a novel method for locating a light source and the surface on which a shadow is cast. It takes into account errors in imaging and image processing and, furthermore, it takes special advantage of the benefits of an active observer. The information gained from the probe is of particular importance in effectively using the various shadow cues. In the course of identifying shadows, we also present a new modification on an image segmentation algorithm. Our modification provides a general description of color images in terms of regions that is particularly amenable to the analysis of shadows

    ShadowNeuS: Neural SDF Reconstruction by Shadow Ray Supervision

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    By supervising camera rays between a scene and multi-view image planes, NeRF reconstructs a neural scene representation for the task of novel view synthesis. On the other hand, shadow rays between the light source and the scene have yet to be considered. Therefore, we propose a novel shadow ray supervision scheme that optimizes both the samples along the ray and the ray location. By supervising shadow rays, we successfully reconstruct a neural SDF of the scene from single-view pure shadow or RGB images under multiple lighting conditions. Given single-view binary shadows, we train a neural network to reconstruct a complete scene not limited by the camera's line of sight. By further modeling the correlation between the image colors and the shadow rays, our technique can also be effectively extended to RGB inputs. We compare our method with previous works on challenging tasks of shape reconstruction from single-view binary shadow or RGB images and observe significant improvements. The code and data will be released.Comment: Project page: https://gerwang.github.io/shadowneus

    Geospecific Databases: Final Report

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    Geologic and mineral and water resources investigations in western Colorado, using Skylab EREP data

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    The author has identified the following significant results. Skylab photographs are superior to ERTS images for photogeologic interpretation, primarily because of improved resolution. Lithologic contacts can be detected consistently better on Skylab S190A photos than on ERTS images. Color photos are best; red and green band photos are somewhat better than color-infrared photos; infrared band photos are worst. All major geologic structures can be recognized on Skylab imagery. Large folds, even those with very gentle flexures, can be mapped accurately and with confidence. Bedding attitudes of only a few degrees are recognized; vertical exaggeration factor is about 2.5X. Mineral deposits in central Colorado may be indicated on Skylab photos by lineaments and color anomalies, but positive identification of these features is not possible. S190A stereo color photography is adequate for defining drainage divides that in turn define the boundaries and distribution of ground water recharge and discharge areas within a basin

    An approach for Shadow Detection and Removal based on Multiple Light Sources

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    Shadows in images are essential but sometimes unwanted as they can decline the result of computer vision algorithms. A shadow is obtained by the interaction of light with objects in an image surface. Shadows may letdown the image analysis processes and also cause a poor quality of information which in turn leads to problems in execution of algorithms. In this paper, a method has been proposed to detect and remove the shadows where multiple sources of light is been estimated, as we can take an example of playground stadium where multiple floodlights are fixed, multiple shadows can be observed originating from each of the targets. To successfully track individual target, it is essential to achieve an accurate image of the foreground. Also, an effort has been done to list some of the very crucial techniques related to shadow detection and removal. Many times, the shadow of the background information is merged with the foreground object and makes the process more complex. DOI: 10.17762/ijritcc2321-8169.150517

    Visual glue

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    technical reportOne key function of graphics systems is to present information about the 3-D structure of modeled environments. For real-time simulations, conveying a sense of contact between touching surfaces and relative position and motion between proximate objects is particularly critical. Neither stereo nor occlusion cues are completely effective for such fine judgments. Conventional wisdom often argues that shadows play a critical role. Less often, it is argued that interreflection also contributes to the sense that two surfaces are touching. This paper explores the actual utility of shadows and interreflection in signaling contact and suggests how this information can be exploited in real-time rendering systems to glue objects to surfaces

    Stream network analysis and geomorphic flood plain mapping from orbital and suborbital remote sensing imagery application to flood hazard studies in central Texas

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    The author has identified the following significant results. Development of a quantitative hydrogeomorphic approach to flood hazard evaluation was hindered by (1) problems of resolution and definition of the morphometric parameters which have hydrologic significance, and (2) mechanical difficulties in creating the necessary volume of data for meaningful analysis. Measures of network resolution such as drainage density and basin Shreve magnitude indicated that large scale topographic maps offered greater resolution than small scale suborbital imagery and orbital imagery. The disparity in network resolution capabilities between orbital and suborbital imagery formats depends on factors such as rock type, vegetation, and land use. The problem of morphometric data analysis was approached by developing a computer-assisted method for network analysis. The system allows rapid identification of network properties which can then be related to measures of flood response

    Remote sensing in archaeology

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    HOLOGRAPHICS: Combining Holograms with Interactive Computer Graphics

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    Among all imaging techniques that have been invented throughout the last decades, computer graphics is one of the most successful tools today. Many areas in science, entertainment, education, and engineering would be unimaginable without the aid of 2D or 3D computer graphics. The reason for this success story might be its interactivity, which is an important property that is still not provided efficiently by competing technologies – such as holography. While optical holography and digital holography are limited to presenting a non-interactive content, electroholography or computer generated holograms (CGH) facilitate the computer-based generation and display of holograms at interactive rates [2,3,29,30]. Holographic fringes can be computed by either rendering multiple perspective images, then combining them into a stereogram [4], or simulating the optical interference and calculating the interference pattern [5]. Once computed, such a system dynamically visualizes the fringes with a holographic display. Since creating an electrohologram requires processing, transmitting, and storing a massive amount of data, today’s computer technology still sets the limits for electroholography. To overcome some of these performance issues, advanced reduction and compression methods have been developed that create truly interactive electroholograms. Unfortunately, most of these holograms are relatively small, low resolution, and cover only a small color spectrum. However, recent advances in consumer graphics hardware may reveal potential acceleration possibilities that can overcome these limitations [6]. In parallel to the development of computer graphics and despite their non-interactivity, optical and digital holography have created new fields, including interferometry, copy protection, data storage, holographic optical elements, and display holograms. Especially display holography has conquered several application domains. Museum exhibits often use optical holograms because they can present 3D objects with almost no loss in visual quality. In contrast to most stereoscopic or autostereoscopic graphics displays, holographic images can provide all depth cues—perspective, binocular disparity, motion parallax, convergence, and accommodation—and theoretically can be viewed simultaneously from an unlimited number of positions. Displaying artifacts virtually removes the need to build physical replicas of the original objects. In addition, optical holograms can be used to make engineering, medical, dental, archaeological, and other recordings—for teaching, training, experimentation and documentation. Archaeologists, for example, use optical holograms to archive and investigate ancient artifacts [7,8]. Scientists can use hologram copies to perform their research without having access to the original artifacts or settling for inaccurate replicas. Optical holograms can store a massive amount of information on a thin holographic emulsion. This technology can record and reconstruct a 3D scene with almost no loss in quality. Natural color holographic silver halide emulsion with grain sizes of 8nm is today’s state-of-the-art [14]. Today, computer graphics and raster displays offer a megapixel resolution and the interactive rendering of megabytes of data. Optical holograms, however, provide a terapixel resolution and are able to present an information content in the range of terabytes in real-time. Both are dimensions that will not be reached by computer graphics and conventional displays within the next years – even if Moore’s law proves to hold in future. Obviously, one has to make a decision between interactivity and quality when choosing a display technology for a particular application. While some applications require high visual realism and real-time presentation (that cannot be provided by computer graphics), others depend on user interaction (which is not possible with optical and digital holograms). Consequently, holography and computer graphics are being used as tools to solve individual research, engineering, and presentation problems within several domains. Up until today, however, these tools have been applied separately. The intention of the project which is summarized in this chapter is to combine both technologies to create a powerful tool for science, industry and education. This has been referred to as HoloGraphics. Several possibilities have been investigated that allow merging computer generated graphics and holograms [1]. The goal is to combine the advantages of conventional holograms (i.e. extremely high visual quality and realism, support for all depth queues and for multiple observers at no computational cost, space efficiency, etc.) with the advantages of today’s computer graphics capabilities (i.e. interactivity, real-time rendering, simulation and animation, stereoscopic and autostereoscopic presentation, etc.). The results of these investigations are presented in this chapter
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