26 research outputs found

    Design of An Efficient Image Enhancement Algorithms Using Hybrid Technique

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    Fundamental purposeof the image enhancement is to process the image in such a way so as to produce an image that is better in some or the other aspect than the original one for a specific purpose. It makes it easier for human viewers and machines to extract, interpret, and wherever necessary perform further processing on the information contained of the images. Image Enhancement is one of the important requirements in Digital Image Processing which is essential in making an image useful for various applications which can be seen in the various areas of Digital photography, Medicine, Geographic Information System, Industrial Inspection, Law Enforcement etc. Image Enhancement is used to improve the poor visual quality of the images. The proposed method is a hybrid method which is very effective in enhancing the images. Initially, frequency domain analysis is done followed by spatial domain procedures. The performance of the proposed method is assessed on the basis of two parameters i.e. Mean Square Error (MSE) and Peak Signal to noise ratio (PSNR)

    Optimization techniques for computationally expensive rendering algorithms

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    Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesis, we will focus on rendering methods that require high amounts of computational resources. Our intention is to consider several conceptually different approaches capable of reducing these requirements with only limited implications in the quality of the results. The first part of this work will study rendering of time-­¿varying participating media. Examples of this type of matter are smoke, optically thick gases and any material that, unlike the vacuum, scatters and absorbs the light that travels through it. We will focus on a subset of algorithms that approximate realistic illumination using images of real world scenes. Starting from the traditional ray marching algorithm, we will suggest and implement different optimizations that will allow performing the computation at interactive frame rates. This thesis will also analyze two different aspects of the generation of anti-­¿aliased images. One targeted to the rendering of screen-­¿space anti-­¿aliased images and the reduction of the artifacts generated in rasterized lines and edges. We expect to describe an implementation that, working as a post process, it is efficient enough to be added to existing rendering pipelines with reduced performance impact. A third method will take advantage of the limitations of the human visual system (HVS) to reduce the resources required to render temporally antialiased images. While film and digital cameras naturally produce motion blur, rendering pipelines need to explicitly simulate it. This process is known to be one of the most important burdens for every rendering pipeline. Motivated by this, we plan to run a series of psychophysical experiments targeted at identifying groups of motion-­¿blurred images that are perceptually equivalent. A possible outcome is the proposal of criteria that may lead to reductions of the rendering budgets

    Computational Imaging Approach to Recovery of Target Coordinates Using Orbital Sensor Data

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    This dissertation addresses the components necessary for simulation of an image-based recovery of the position of a target using orbital image sensors. Each component is considered in detail, focusing on the effect that design choices and system parameters have on the accuracy of the position estimate. Changes in sensor resolution, varying amounts of blur, differences in image noise level, selection of algorithms used for each component, and lag introduced by excessive processing time all contribute to the accuracy of the result regarding recovery of target coordinates using orbital sensor data. Using physical targets and sensors in this scenario would be cost-prohibitive in the exploratory setting posed, therefore a simulated target path is generated using Bezier curves which approximate representative paths followed by the targets of interest. Orbital trajectories for the sensors are designed on an elliptical model representative of the motion of physical orbital sensors. Images from each sensor are simulated based on the position and orientation of the sensor, the position of the target, and the imaging parameters selected for the experiment (resolution, noise level, blur level, etc.). Post-processing of the simulated imagery seeks to reduce noise and blur and increase resolution. The only information available for calculating the target position by a fully implemented system are the sensor position and orientation vectors and the images from each sensor. From these data we develop a reliable method of recovering the target position and analyze the impact on near-realtime processing. We also discuss the influence of adjustments to system components on overall capabilities and address the potential system size, weight, and power requirements from realistic implementation approaches

    Perceptually Optimized Visualization on Autostereoscopic 3D Displays

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    The family of displays, which aims to visualize a 3D scene with realistic depth, are known as "3D displays". Due to technical limitations and design decisions, such displays create visible distortions, which are interpreted by the human vision as artefacts. In absence of visual reference (e.g. the original scene is not available for comparison) one can improve the perceived quality of the representations by making the distortions less visible. This thesis proposes a number of signal processing techniques for decreasing the visibility of artefacts on 3D displays. The visual perception of depth is discussed, and the properties (depth cues) of a scene which the brain uses for assessing an image in 3D are identified. Following the physiology of vision, a taxonomy of 3D artefacts is proposed. The taxonomy classifies the artefacts based on their origin and on the way they are interpreted by the human visual system. The principles of operation of the most popular types of 3D displays are explained. Based on the display operation principles, 3D displays are modelled as a signal processing channel. The model is used to explain the process of introducing distortions. It also allows one to identify which optical properties of a display are most relevant to the creation of artefacts. A set of optical properties for dual-view and multiview 3D displays are identified, and a methodology for measuring them is introduced. The measurement methodology allows one to derive the angular visibility and crosstalk of each display element without the need for precision measurement equipment. Based on the measurements, a methodology for creating a quality profile of 3D displays is proposed. The quality profile can be either simulated using the angular brightness function or directly measured from a series of photographs. A comparative study introducing the measurement results on the visual quality and position of the sweet-spots of eleven 3D displays of different types is presented. Knowing the sweet-spot position and the quality profile allows for easy comparison between 3D displays. The shape and size of the passband allows depth and textures of a 3D content to be optimized for a given 3D display. Based on knowledge of 3D artefact visibility and an understanding of distortions introduced by 3D displays, a number of signal processing techniques for artefact mitigation are created. A methodology for creating anti-aliasing filters for 3D displays is proposed. For multiview displays, the methodology is extended towards so-called passband optimization which addresses Moiré, fixed-pattern-noise and ghosting artefacts, which are characteristic for such displays. Additionally, design of tuneable anti-aliasing filters is presented, along with a framework which allows the user to select the so-called 3d sharpness parameter according to his or her preferences. Finally, a set of real-time algorithms for view-point-based optimization are presented. These algorithms require active user-tracking, which is implemented as a combination of face and eye-tracking. Once the observer position is known, the image on a stereoscopic display is optimised for the derived observation angle and distance. For multiview displays, the combination of precise light re-direction and less-precise face-tracking is used for extending the head parallax. For some user-tracking algorithms, implementation details are given, regarding execution of the algorithm on a mobile device or on desktop computer with graphical accelerator

    Image Registration Workshop Proceedings

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    Automatic image registration has often been considered as a preliminary step for higher-level processing, such as object recognition or data fusion. But with the unprecedented amounts of data which are being and will continue to be generated by newly developed sensors, the very topic of automatic image registration has become and important research topic. This workshop presents a collection of very high quality work which has been grouped in four main areas: (1) theoretical aspects of image registration; (2) applications to satellite imagery; (3) applications to medical imagery; and (4) image registration for computer vision research

    Construction de mosaïques de super-résolution à partir de la vidéo de basse résolution. Application au résumé vidéo et la dissimulation d'erreurs de transmission.

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    La numérisation des vidéos existantes ainsi que le développement explosif des services multimédia par des réseaux comme la diffusion de la télévision numérique ou les communications mobiles ont produit une énorme quantité de vidéos compressées. Ceci nécessite des outils d’indexation et de navigation efficaces, mais une indexation avant l’encodage n’est pas habituelle. L’approche courante est le décodage complet des ces vidéos pour ensuite créer des indexes. Ceci est très coûteux et par conséquent non réalisable en temps réel. De plus, des informations importantes comme le mouvement, perdus lors du décodage, sont reestimées bien que déjà présentes dans le flux comprimé. Notre but dans cette thèse est donc la réutilisation des données déjà présents dans le flux comprimé MPEG pour l’indexation et la navigation rapide. Plus précisément, nous extrayons des coefficients DC et des vecteurs de mouvement. Dans le cadre de cette thèse, nous nous sommes en particulier intéressés à la construction de mosaïques à partir des images DC extraites des images I. Une mosaïque est construite par recalage et fusion de toutes les images d’une séquence vidéo dans un seul système de coordonnées. Ce dernier est en général aligné avec une des images de la séquence : l’image de référence. Il en résulte une seule image qui donne une vue globale de la séquence. Ainsi, nous proposons dans cette thèse un système complet pour la construction des mosaïques à partir du flux MPEG-1/2 qui tient compte de différentes problèmes apparaissant dans des séquences vidéo réeles, comme par exemple des objets en mouvment ou des changements d’éclairage. Une tâche essentielle pour la construction d’une mosaïque est l’estimation de mouvement entre chaque image de la séquence et l’image de référence. Notre méthode se base sur une estimation robuste du mouvement global de la caméra à partir des vecteurs de mouvement des images P. Cependant, le mouvement global de la caméra estimé pour une image P peut être incorrect car il dépend fortement de la précision des vecteurs encodés. Nous détectons les images P concernées en tenant compte des coefficients DC de l’erreur encodée associée et proposons deux méthodes pour corriger ces mouvements. Unemosaïque construite à partir des images DC a une résolution très faible et souffre des effets d’aliasing dus à la nature des images DC. Afin d’augmenter sa résolution et d’améliorer sa qualité visuelle, nous appliquons une méthode de super-résolution basée sur des rétro-projections itératives. Les méthodes de super-résolution sont également basées sur le recalage et la fusion des images d’une séquence vidéo, mais sont accompagnées d’une restauration d’image. Dans ce cadre, nous avons développé une nouvelleméthode d’estimation de flou dû au mouvement de la caméra ainsi qu’une méthode correspondante de restauration spectrale. La restauration spectrale permet de traiter le flou globalement, mais, dans le cas des obvi jets ayant un mouvement indépendant du mouvement de la caméra, des flous locaux apparaissent. C’est pourquoi, nous proposons un nouvel algorithme de super-résolution dérivé de la restauration spatiale itérative de Van Cittert et Jansson permettant de restaurer des flous locaux. En nous basant sur une segmentation d’objets en mouvement, nous restaurons séparément lamosaïque d’arrière-plan et les objets de l’avant-plan. Nous avons adapté notre méthode d’estimation de flou en conséquence. Dans une premier temps, nous avons appliqué notre méthode à la construction de résumé vidéo avec pour l’objectif la navigation rapide par mosaïques dans la vidéo compressée. Puis, nous établissions comment la réutilisation des résultats intermédiaires sert à d’autres tâches d’indexation, notamment à la détection de changement de plan pour les images I et à la caractérisation dumouvement de la caméra. Enfin, nous avons exploré le domaine de la récupération des erreurs de transmission. Notre approche consiste en construire une mosaïque lors du décodage d’un plan ; en cas de perte de données, l’information manquante peut être dissimulée grace à cette mosaïque

    Hierarchical Variance Reduction Techniques for Monte Carlo Rendering

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    Ever since the first three-dimensional computer graphics appeared half a century ago, the goal has been to model and simulate how light interacts with materials and objects to form an image. The ultimate goal is photorealistic rendering, where the created images reach a level of accuracy that makes them indistinguishable from photographs of the real world. There are many applications ñ visualization of products and architectural designs yet to be built, special effects, computer-generated films, virtual reality, and video games, to name a few. However, the problem has proven tremendously complex; the illumination at any point is described by a recursive integral to which a closed-form solution seldom exists. Instead, computer simulation and Monte Carlo methods are commonly used to statistically estimate the result. This introduces undesirable noise, or variance, and a large body of research has been devoted to finding ways to reduce the variance. I continue along this line of research, and present several novel techniques for variance reduction in Monte Carlo rendering, as well as a few related tools. The research in this dissertation focuses on using importance sampling to pick a small set of well-distributed point samples. As the primary contribution, I have developed the first methods to explicitly draw samples from the product of distant high-frequency lighting and complex reflectance functions. By sampling the product, low noise results can be achieved using a very small number of samples, which is important to minimize the rendering times. Several different hierarchical representations are explored to allow efficient product sampling. In the first publication, the key idea is to work in a compressed wavelet basis, which allows fast evaluation of the product. Many of the initial restrictions of this technique were removed in follow-up work, allowing higher-resolution uncompressed lighting and avoiding precomputation of reflectance functions. My second main contribution is to present one of the first techniques to take the triple product of lighting, visibility and reflectance into account to further reduce the variance in Monte Carlo rendering. For this purpose, control variates are combined with importance sampling to solve the problem in a novel way. A large part of the technique also focuses on analysis and approximation of the visibility function. To further refine the above techniques, several useful tools are introduced. These include a fast, low-distortion map to represent (hemi)spherical functions, a method to create high-quality quasi-random points, and an optimizing compiler for analyzing shaders using interval arithmetic. The latter automatically extracts bounds for importance sampling of arbitrary shaders, as opposed to using a priori known reflectance functions. In summary, the work presented here takes the field of computer graphics one step further towards making photorealistic rendering practical for a wide range of uses. By introducing several novel Monte Carlo methods, more sophisticated lighting and materials can be used without increasing the computation times. The research is aimed at domain-specific solutions to the rendering problem, but I believe that much of the new theory is applicable in other parts of computer graphics, as well as in other fields

    A survey of the application of soft computing to investment and financial trading

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