2,792 research outputs found

    A study of image quality for radar image processing

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    Methods developed for image quality metrics are reviewed with focus on basic interpretation or recognition elements including: tone or color; shape; pattern; size; shadow; texture; site; association or context; and resolution. Seven metrics are believed to show promise as a way of characterizing the quality of an image: (1) the dynamic range of intensities in the displayed image; (2) the system signal-to-noise ratio; (3) the system spatial bandwidth or bandpass; (4) the system resolution or acutance; (5) the normalized-mean-square-error as a measure of geometric fidelity; (6) the perceptual mean square error; and (7) the radar threshold quality factor. Selective levels of degradation are being applied to simulated synthetic radar images to test the validity of these metrics

    Global Depth Perception from Familiar Scene Structure

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    In the absence of cues for absolute depth measurements as binocular disparity, motion, or defocus, the absolute distance between the observer and a scene cannot be measured. The interpretation of shading, edges and junctions may provide a 3D model of the scene but it will not inform about the actual "size" of the space. One possible source of information for absolute depth estimation is the image size of known objects. However, this is computationally complex due to the difficulty of the object recognition process. Here we propose a source of information for absolute depth estimation that does not rely on specific objects: we introduce a procedure for absolute depth estimation based on the recognition of the whole scene. The shape of the space of the scene and the structures present in the scene are strongly related to the scale of observation. We demonstrate that, by recognizing the properties of the structures present in the image, we can infer the scale of the scene, and therefore its absolute mean depth. We illustrate the interest in computing the mean depth of the scene with application to scene recognition and object detection

    BxDF material acquisition, representation, and rendering for VR and design

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    Photorealistic and physically-based rendering of real-world environments with high fidelity materials is important to a range of applications, including special effects, architectural modelling, cultural heritage, computer games, automotive design, and virtual reality (VR). Our perception of the world depends on lighting and surface material characteristics, which determine how the light is reflected, scattered, and absorbed. In order to reproduce appearance, we must therefore understand all the ways objects interact with light, and the acquisition and representation of materials has thus been an important part of computer graphics from early days. Nevertheless, no material model nor acquisition setup is without limitations in terms of the variety of materials represented, and different approaches vary widely in terms of compatibility and ease of use. In this course, we describe the state of the art in material appearance acquisition and modelling, ranging from mathematical BSDFs to data-driven capture and representation of anisotropic materials, and volumetric/thread models for patterned fabrics. We further address the problem of material appearance constancy across different rendering platforms. We present two case studies in architectural and interior design. The first study demonstrates Yulio, a new platform for the creation, delivery, and visualization of acquired material models and reverse engineered cloth models in immersive VR experiences. The second study shows an end-to-end process of capture and data-driven BSDF representation using the physically-based Radiance system for lighting simulation and rendering

    Phenomenological modeling of image irradiance for non-Lambertian surfaces under natural illumination.

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    Various vision tasks are usually confronted by appearance variations due to changes of illumination. For instance, in a recognition system, it has been shown that the variability in human face appearance is owed to changes to lighting conditions rather than person\u27s identity. Theoretically, due to the arbitrariness of the lighting function, the space of all possible images of a fixed-pose object under all possible illumination conditions is infinite dimensional. Nonetheless, it has been proven that the set of images of a convex Lambertian surface under distant illumination lies near a low dimensional linear subspace. This result was also extended to include non-Lambertian objects with non-convex geometry. As such, vision applications, concerned with the recovery of illumination, reflectance or surface geometry from images, would benefit from a low-dimensional generative model which captures appearance variations w.r.t. illumination conditions and surface reflectance properties. This enables the formulation of such inverse problems as parameter estimation. Typically, subspace construction boils to performing a dimensionality reduction scheme, e.g. Principal Component Analysis (PCA), on a large set of (real/synthesized) images of object(s) of interest with fixed pose but different illumination conditions. However, this approach has two major problems. First, the acquired/rendered image ensemble should be statistically significant vis-a-vis capturing the full behavior of the sources of variations that is of interest, in particular illumination and reflectance. Second, the curse of dimensionality hinders numerical methods such as Singular Value Decomposition (SVD) which becomes intractable especially with large number of large-sized realizations in the image ensemble. One way to bypass the need of large image ensemble is to construct appearance subspaces using phenomenological models which capture appearance variations through mathematical abstraction of the reflection process. In particular, the harmonic expansion of the image irradiance equation can be used to derive an analytic subspace to represent images under fixed pose but different illumination conditions where the image irradiance equation has been formulated in a convolution framework. Due to their low-frequency nature, irradiance signals can be represented using low-order basis functions, where Spherical Harmonics (SH) has been extensively adopted. Typically, an ideal solution to the image irradiance (appearance) modeling problem should be able to incorporate complex illumination, cast shadows as well as realistic surface reflectance properties, while moving away from the simplifying assumptions of Lambertian reflectance and single-source distant illumination. By handling arbitrary complex illumination and non-Lambertian reflectance, the appearance model proposed in this dissertation moves the state of the art closer to the ideal solution. This work primarily addresses the geometrical compliance of the hemispherical basis for representing surface reflectance while presenting a compact, yet accurate representation for arbitrary materials. To maintain the plausibility of the resulting appearance, the proposed basis is constructed in a manner that satisfies the Helmholtz reciprocity property while avoiding high computational complexity. It is believed that having the illumination and surface reflectance represented in the spherical and hemispherical domains respectively, while complying with the physical properties of the surface reflectance would provide better approximation accuracy of image irradiance when compared to the representation in the spherical domain. Discounting subsurface scattering and surface emittance, this work proposes a surface reflectance basis, based on hemispherical harmonics (HSH), defined on the Cartesian product of the incoming and outgoing local hemispheres (i.e. w.r.t. surface points). This basis obeys physical properties of surface reflectance involving reciprocity and energy conservation. The basis functions are validated using analytical reflectance models as well as scattered reflectance measurements which might violate the Helmholtz reciprocity property (this can be filtered out through the process of projecting them on the subspace spanned by the proposed basis, where the reciprocity property is preserved in the least-squares sense). The image formation process of isotropic surfaces under arbitrary distant illumination is also formulated in the frequency space where the orthogonality relation between illumination and reflectance bases is encoded in what is termed as irradiance harmonics. Such harmonics decouple the effect of illumination and reflectance from the underlying pose and geometry. Further, a bilinear approach to analytically construct irradiance subspace is proposed in order to tackle the inherent problem of small-sample-size and curse of dimensionality. The process of finding the analytic subspace is posed as establishing a relation between its principal components and that of the irradiance harmonics basis functions. It is also shown how to incorporate prior information about natural illumination and real-world surface reflectance characteristics in order to capture the full behavior of complex illumination and non-Lambertian reflectance. The use of the presented theoretical framework to develop practical algorithms for shape recovery is further presented where the hitherto assumed Lambertian assumption is relaxed. With a single image of unknown general illumination, the underlying geometrical structure can be recovered while accounting explicitly for object reflectance characteristics (e.g. human skin types for facial images and teeth reflectance for human jaw reconstruction) as well as complex illumination conditions. Experiments on synthetic and real images illustrate the robustness of the proposed appearance model vis-a-vis illumination variation. Keywords: computer vision, computer graphics, shading, illumination modeling, reflectance representation, image irradiance, frequency space representations, {hemi)spherical harmonics, analytic bilinear PCA, model-based bilinear PCA, 3D shape reconstruction, statistical shape from shading

    Active microwave remote sensing of earth/land, chapter 2

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    Geoscience applications of active microwave remote sensing systems are examined. Major application areas for the system include: (1) exploration of petroleum, mineral, and ground water resources, (2) mapping surface and structural features, (3) terrain analysis, both morphometric and genetic, (4) application in civil works, and (5) application in the areas of earthquake prediction and crustal movements. Although the success of radar surveys has not been widely publicized, they have been used as a prime reconnaissance data base for mineral exploration and land-use evaluation in areas where photography cannot be obtained

    Does HDR pre-processing improve the accuracy of 3D models obtained by means of two conventional SfM-MVS software packages? the case of the corral del veleta rock glacier

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    La precisión de los diferentes flujos de trabajo usando la estructura del Movimiento y técnicas estéreo vista múltiple (SfM-MVS) está probado. Nubes de doce puntos del Corral del Veleta glaciar de roca, en España, se produjeron con dos diferentes paquetes de software (123D Catch y Agisoft Photoscan), utilizando imágenes de bajo rango dinámico y composiciones de alto rango dinámico (HDR) para tres años distintos (2011, 2012 y 2014). La exactitud de las nubes de puntos resultante se evaluó mediante modelos de referencia adquiridos cada año con un escáner láser terrestre. Tres parámetros se utilizaron para estimar la precisión de cada nube de puntos: el RMSE, la nube-a-nube distancia (C2C) y la Multiscale-Model a comparación de modelos (M3C2). El M3C2 el error promedio varió de 0,084 m (desviación estándar de 0,403 m) a 1.451 m (desviación estándar de 1.625 m). Agisoft Photoscan superar 123D Catch, produciendo más precisas y densas nubes de puntos en 11 de 12 casos, siendo este trabajo, la primera comparación entre ambos paquetes de software en la literatura. Ninguna mejora significativa fue observada a través de HDR de pre-procesamiento. A nuestro conocimiento, esta es la primera vez que la exactitud geométrica de modelos 3D obtenidos utilizando LDR y HDR composiciones son comparados. Estos hallazgos pueden ser de interés para los investigadores que deseen para estimar los cambios geomórficas con SfM-MVS enfoques.The accuracy of different workflows using Structure-from-Motion and Multi-View-Stereo techniques (SfM-MVS) is tested. Twelve point clouds of the Corral del Veleta rock glacier, in Spain, were produced with two different software packages (123D Catch and Agisoft Photoscan), using Low Dynamic Range images and High Dynamic Range compositions (HDR) for three different years (2011, 2012 and 2014). The accuracy of the resulting point clouds was assessed using benchmark models acquired every year with a Terrestrial Laser Scanner. Three parameters were used to estimate the accuracy of each point cloud: the RMSE, the Cloud-to-Cloud distance (C2C) and the Multiscale-Model-to-Model comparison (M3C2). The M3C2 mean error ranged from 0.084 m (standard deviation of 0.403 m) to 1.451 m (standard deviation of 1.625 m). Agisoft Photoscan overcome 123D Catch, producing more accurate and denser point clouds in 11 out 12 cases, being this work, the first available comparison between both software packages in the literature. No significant improvement was observed using HDR pre-processing. To our knowledge, this is the first time that the geometrical accuracy of 3D models obtained using LDR and HDR compositions are compared. These findings may be of interest for researchers who wish to estimate geomorphic changes using SfM-MVS approaches.peerReviewe

    Instrumentation, Data, And Algorithms For Visually Understanding Haptic Surface Properties

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    Autonomous robots need to efficiently walk over varied surfaces and grasp diverse objects. We hypothesize that the association between how such surfaces look and how they physically feel during contact can be learned from a database of matched haptic and visual data recorded from various end-effectors\u27 interactions with hundreds of real-world surfaces. Testing this hypothesis required the creation of a new multimodal sensing apparatus, the collection of a large multimodal dataset, and development of a machine-learning pipeline. This thesis begins by describing the design and construction of the Portable Robotic Optical/Tactile ObservatioN PACKage (PROTONPACK, or Proton for short), an untethered handheld sensing device that emulates the capabilities of the human senses of vision and touch. Its sensory modalities include RGBD vision, egomotion, contact force, and contact vibration. Three interchangeable end-effectors (a steel tooling ball, an OptoForce three-axis force sensor, and a SynTouch BioTac artificial fingertip) allow for different material properties at the contact point and provide additional tactile data. We then detail the calibration process for the motion and force sensing systems, as well as several proof-of-concept surface discrimination experiments that demonstrate the reliability of the device and the utility of the data it collects. This thesis then presents a large-scale dataset of multimodal surface interaction recordings, including 357 unique surfaces such as furniture, fabrics, outdoor fixtures, and items from several private and public material sample collections. Each surface was touched with one, two, or three end-effectors, comprising approximately one minute per end-effector of tapping and dragging at various forces and speeds. We hope that the larger community of robotics researchers will find broad applications for the published dataset. Lastly, we demonstrate an algorithm that learns to estimate haptic surface properties given visual input. Surfaces were rated on hardness, roughness, stickiness, and temperature by the human experimenter and by a pool of purely visual observers. Then we trained an algorithm to perform the same task as well as infer quantitative properties calculated from the haptic data. Overall, the task of predicting haptic properties from vision alone proved difficult for both humans and computers, but a hybrid algorithm using a deep neural network and a support vector machine achieved a correlation between expected and actual regression output between approximately ρ = 0.3 and ρ = 0.5 on previously unseen surfaces

    Visual perception for the 3D recognition of geometric pieces in robotic manipulation

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    During grasping and intelligent robotic manipulation tasks, the camera position relative to the scene changes dramatically because the robot is moving to adapt its path and correctly grasp objects. This is because the camera is mounted at the robot effector. For this reason, in this type of environment, a visual recognition system must be implemented to recognize and “automatically and autonomously” obtain the positions of objects in the scene. Furthermore, in industrial environments, all objects that are manipulated by robots are made of the same material and cannot be differentiated by features such as texture or color. In this work, first, a study and analysis of 3D recognition descriptors has been completed for application in these environments. Second, a visual recognition system designed from specific distributed client-server architecture has been proposed to be applied in the recognition process of industrial objects without these appearance features. Our system has been implemented to overcome problems of recognition when the objects can only be recognized by geometric shape and the simplicity of shapes could create ambiguity. Finally, some real tests are performed and illustrated to verify the satisfactory performance of the proposed system.The research leading to these result has received funding from the Spanish Government and European FEDER funds (DPI2012-32390) and the Valencia Regional Government (PROMETEO/2013/085)

    BRDF Representation and Acquisition

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    Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real-world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re-produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state-of-the-art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials
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