246 research outputs found
Stereoscopic high dynamic range imaging
Two modern technologies show promise to dramatically increase immersion in
virtual environments. Stereoscopic imaging captures two images representing
the views of both eyes and allows for better depth perception. High dynamic
range (HDR) imaging accurately represents real world lighting as opposed to
traditional low dynamic range (LDR) imaging. HDR provides a better contrast
and more natural looking scenes. The combination of the two technologies in
order to gain advantages of both has been, until now, mostly unexplored due to
the current limitations in the imaging pipeline. This thesis reviews both fields,
proposes stereoscopic high dynamic range (SHDR) imaging pipeline outlining the
challenges that need to be resolved to enable SHDR and focuses on capture and
compression aspects of that pipeline.
The problems of capturing SHDR images that would potentially require two
HDR cameras and introduce ghosting, are mitigated by capturing an HDR and
LDR pair and using it to generate SHDR images. A detailed user study compared
four different methods of generating SHDR images. Results demonstrated that
one of the methods may produce images perceptually indistinguishable from the
ground truth.
Insights obtained while developing static image operators guided the design
of SHDR video techniques. Three methods for generating SHDR video from an
HDR-LDR video pair are proposed and compared to the ground truth SHDR
videos. Results showed little overall error and identified a method with the least
error.
Once captured, SHDR content needs to be efficiently compressed. Five SHDR
compression methods that are backward compatible are presented. The proposed
methods can encode SHDR content to little more than that of a traditional single
LDR image (18% larger for one method) and the backward compatibility property
encourages early adoption of the format.
The work presented in this thesis has introduced and advanced capture and
compression methods for the adoption of SHDR imaging. In general, this research
paves the way for a novel field of SHDR imaging which should lead to improved
and more realistic representation of captured scenes
Inverse tone mapping
The introduction of High Dynamic Range Imaging in computer graphics has produced a novelty
in Imaging that can be compared to the introduction of colour photography or even more.
Light can now be captured, stored, processed, and finally visualised without losing information.
Moreover, new applications that can exploit physical values of the light have been introduced
such as re-lighting of synthetic/real objects, or enhanced visualisation of scenes. However,
these new processing and visualisation techniques cannot be applied to movies and pictures
that have been produced by photography and cinematography in more than one hundred years.
This thesis introduces a general framework for expanding legacy content into High Dynamic
Range content. The expansion is achieved avoiding artefacts, producing images suitable for
visualisation and re-lighting of synthetic/real objects. Moreover, it is presented a methodology
based on psychophysical experiments and computational metrics to measure performances of
expansion algorithms. Finally, a compression scheme, inspired by the framework, for High
Dynamic Range Textures, is proposed and evaluated
Remote Visual Observation of Real Places Through Virtual Reality Headsets
Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances.
The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems.
To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions.
More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices.
The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues.
Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems
Appearance-based image splitting for HDR display systems
High dynamic range displays that incorporate two optically-coupled image planes have recently been developed. This dual image plane design requires that a given HDR input image be split into two complementary standard dynamic range components that drive the coupled systems, therefore there existing image splitting issue. In this research, two types of HDR display systems (hardcopy and softcopy HDR display) are constructed to facilitate the study of HDR image splitting algorithm for building HDR displays. A new HDR image splitting algorithm which incorporates iCAM06 image appearance model is proposed, seeking to create displayed HDR images that can provide better image quality. The new algorithm has potential to improve image details perception, colorfulness and better gamut utilization. Finally, the performance of the new iCAM06-based HDR image splitting algorithm is evaluated and compared with widely spread luminance square root algorithm through psychophysical studies
Subdivided Windows with Mixed Shading Devices: A Daylighting Solution for Effective Integration of Occupants into the Building Environmental Control
Daylighting is one of the most challenging aspects of an ecological building design. The dynamic nature of daylight along with a wide range of individual preferences makes it a complex design issue. The art of daylighting relies on fine-tuning a delicate balance between admitting sufficient daylight for occupant well being and task performance and preventing glare and over heating. These goals are rarely achieved in buildings where fenestration design is reduced to an opening with an interior blind due to occupants\u27 infrequent shade operation. To address this problem, a number of automatic shading devices have been developed to be integrated with the lighting control system for an optimized daylit environment. Although such systems reveal substantial energy savings in laboratory and energy modeling tools, evidence has accumulated that they do not perform well in real buildings and disregard occupants\u27 need for perceived control over their environment. This dissertation aimed at examining the potentials of a subdivided window in solving the current challenges of daylighting side-lit spaces. The field observation suggested that a subdivided window with horizontal shading devices increases occupants\u27 chance of raising the blinds and reduces their lighting energy consumption. The simulation studies established that subdivided windows combining automatic and manual shading devices have the potential to significantly reduce the lighting energy use and maintain a well-daylit environment throughout the year
Inverse tone mapping
The introduction of High Dynamic Range Imaging in computer graphics has produced a novelty in Imaging that can be compared to the introduction of colour photography or even more. Light can now be captured, stored, processed, and finally visualised without losing information. Moreover, new applications that can exploit physical values of the light have been introduced such as re-lighting of synthetic/real objects, or enhanced visualisation of scenes. However, these new processing and visualisation techniques cannot be applied to movies and pictures that have been produced by photography and cinematography in more than one hundred years. This thesis introduces a general framework for expanding legacy content into High Dynamic Range content. The expansion is achieved avoiding artefacts, producing images suitable for visualisation and re-lighting of synthetic/real objects. Moreover, it is presented a methodology based on psychophysical experiments and computational metrics to measure performances of expansion algorithms. Finally, a compression scheme, inspired by the framework, for High Dynamic Range Textures, is proposed and evaluated.EThOS - Electronic Theses Online ServiceEngineering and Physical Sciences Research Council (EPSRC) (EP/D032148)GBUnited Kingdo
Quality of Experience in Immersive Video Technologies
Over the last decades, several technological revolutions have impacted the television industry, such as the shifts from black & white to color and from standard to high-definition. Nevertheless, further considerable improvements can still be achieved to provide a better multimedia experience, for example with ultra-high-definition, high dynamic range & wide color gamut, or 3D. These so-called immersive technologies aim at providing better, more realistic, and emotionally stronger experiences. To measure quality of experience (QoE), subjective evaluation is the ultimate means since it relies on a pool of human subjects. However, reliable and meaningful results can only be obtained if experiments are properly designed and conducted following a strict methodology. In this thesis, we build a rigorous framework for subjective evaluation of new types of image and video content. We propose different procedures and analysis tools for measuring QoE in immersive technologies. As immersive technologies capture more information than conventional technologies, they have the ability to provide more details, enhanced depth perception, as well as better color, contrast, and brightness. To measure the impact of immersive technologies on the viewersâ QoE, we apply the proposed framework for designing experiments and analyzing collected subjectsâ ratings. We also analyze eye movements to study human visual attention during immersive content playback. Since immersive content carries more information than conventional content, efficient compression algorithms are needed for storage and transmission using existing infrastructures. To determine the required bandwidth for high-quality transmission of immersive content, we use the proposed framework to conduct meticulous evaluations of recent image and video codecs in the context of immersive technologies. Subjective evaluation is time consuming, expensive, and is not always feasible. Consequently, researchers have developed objective metrics to automatically predict quality. To measure the performance of objective metrics in assessing immersive content quality, we perform several in-depth benchmarks of state-of-the-art and commonly used objective metrics. For this aim, we use ground truth quality scores, which are collected under our subjective evaluation framework. To improve QoE, we propose different systems for stereoscopic and autostereoscopic 3D displays in particular. The proposed systems can help reducing the artifacts generated at the visualization stage, which impact picture quality, depth quality, and visual comfort. To demonstrate the effectiveness of these systems, we use the proposed framework to measure viewersâ preference between these systems and standard 2D & 3D modes. In summary, this thesis tackles the problems of measuring, predicting, and improving QoE in immersive technologies. To address these problems, we build a rigorous framework and we apply it through several in-depth investigations. We put essential concepts of multimedia QoE under this framework. These concepts not only are of fundamental nature, but also have shown their impact in very practical applications. In particular, the JPEG, MPEG, and VCEG standardization bodies have adopted these concepts to select technologies that were proposed for standardization and to validate the resulting standards in terms of compression efficiency
Contours and contrast
Contrast in photographic and computer-generated imagery communicates colour and lightness differences that would be perceived when viewing the represented scene. Due to depiction constraints, the amount of displayable contrast is limited, reducing the image's ability to accurately represent the scene. A local contrast enhancement technique called unsharp masking can overcome these constraints by adding high-frequency contours to an image that increase its apparent contrast. In three novel algorithms inspired by unsharp masking, specialized local contrast enhancements are shown to overcome constraints of a limited dynamic range, overcome an achromatic palette, and to improve the rendering of 3D shapes and scenes. The Beyond Tone Mapping approach restores original HDR contrast to its tone mapped LDR counterpart by adding highfrequency colour contours to the LDR image while preserving its luminance. Apparent Greyscale is a multi-scale two-step technique that first converts colour images and video to greyscale according to their chromatic lightness, then restores diminished colour contrast with high-frequency luminance contours. Finally, 3D Unsharp Masking performs scene coherent enhancement by introducing 3D high-frequency luminance contours to emphasize the details, shapes, tonal range and spatial organization of a 3D scene within the rendering pipeline. As a perceptual justification, it is argued that a local contrast enhancement made with unsharp masking is related to the Cornsweet illusion, and that this may explain its effect on apparent contrast.Seit vielen Jahren ist die realistische Erzeugung von virtuellen Charakteren ein zentraler Teil der Computergraphikforschung. Dennoch blieben bisher einige Probleme ungelöst. Dazu zählt unter anderem die Erzeugung von Charakteranimationen, welche unter der Benutzung der traditionellen, skelettbasierten Ansätze immer noch zeitaufwändig sind. Eine weitere Herausforderung stellt auch die passive Erfassung von Schauspielern in alltäglicher Kleidung dar. Darüber hinaus existieren im Gegensatz zu den zahlreichen skelettbasierten Ansätzen nur wenige Methoden zur Verarbeitung und Veränderung von Netzanimationen. In dieser Arbeit präsentieren wir Algorithmen zur Lösung jeder dieser Aufgaben. Unser erster Ansatz besteht aus zwei Netz-basierten Verfahren zur Vereinfachung von Charakteranimationen. Obwohl das kinematische Skelett beiseite gelegt wird, können beide Verfahren direkt in die traditionelle Pipeline integriert werden, wobei die Erstellung von Animationen mit wirklichkeitsgetreuen Körperverformungen ermöglicht wird. Im Anschluss präsentieren wir drei passive Aufnahmemethoden für Körperbewegung und Schauspiel, die ein deformierbares 3D-Modell zur Repräsentation der Szene benutzen. Diese Methoden können zur gemeinsamen Rekonstruktion von zeit- und raummässig kohärenter Geometrie, Bewegung und Oberflächentexturen benutzt werden, die auch zeitlich veränderlich sein dürfen. Aufnahmen von lockerer und alltäglicher Kleidung sind dabei problemlos möglich. Darüber hinaus ermöglichen die qualitativ hochwertigen Rekonstruktionen die realistische Darstellung von 3D Video-Sequenzen. Schließlich werden zwei neuartige Algorithmen zur Verarbeitung von Netz-Animationen beschrieben. Während der erste Algorithmus die vollautomatische Umwandlung von Netz-Animationen in skelettbasierte Animationen ermöglicht, erlaubt der zweite die automatische Konvertierung von Netz-Animationen in so genannte Animations-Collagen, einem neuen Kunst-Stil zur Animationsdarstellung. Die in dieser Dissertation beschriebenen Methoden können als Lösungen spezieller Probleme, aber auch als wichtige Bausteine größerer Anwendungen betrachtet werden. Zusammengenommen bilden sie ein leistungsfähiges System zur akkuraten Erfassung, zur Manipulation und zum realistischen Rendern von künstlerischen Aufführungen, dessen Fähigkeiten über diejenigen vieler verwandter Capture-Techniken hinausgehen. Auf diese Weise können wir die Bewegung, die im Zeitverlauf variierenden Details und die Textur-Informationen eines Schauspielers erfassen und sie in eine mit vollständiger Information versehene Charakter-Animation umwandeln, die unmittelbar weiterverwendet werden kann, sich aber auch zur realistischen Darstellung des Schauspielers aus beliebigen Blickrichtungen eignet
Implementation of a distributed real-time video panorama pipeline for creating high quality virtual views
Today, we are continuously looking for more immersive video systems. Such systems, however, require more content, which can be costly to produce. A full panorama, covering regions of interest, can contain all the information required, but can be difficult to view in its entirety. In this thesis, we discuss a method for creating virtual views from a cylindrical panorama, allowing multiple users to create individual virtual cameras from the same panorama video. We discuss how this method can be used for video delivery, but emphasize on the creation of the initial panorama. The panorama must be created in real-time, and with very high quality. We design and implement a prototype recording pipeline, installed at a soccer stadium, as a part of the Bagadus project. We describe a pipeline capable of producing 4K panorama videos from five HD cameras, in real-time, with possibilities for further upscaling. We explain how the cylindrical panorama can be created, with minimal computational cost and without visible seams. The cameras of our prototype system record video in the incomplete Bayer format, and we also investigate which debayering algorithms are best suited for recording multiple high resolution video streams in real-time
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