2,167 research outputs found

    The application of nonlinear filter banks to efficient rendering and progressive transmission of light fields

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    This paper studies the application of perfect reconstruction nonlinear filter banks (NFB) to the efficient rendering and progressive transmission of light fields. The reference pictures in the conventional disparity-compensated prediction encoder is decomposed using the NFB to reduce the amount of main memory needed to support fast rendering. The NFB has very low arithmetic complexity for reconstruction and small filter support which considerably simplifies the random access operations. It can also be applied to the predicted light field images to support progressive transmission. Different prediction and reconstruction strategies are also investigated to achieve different tradeoffs between memory requirement and decoding speed.published_or_final_versio

    Survey of image-based representations and compression techniques

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    In this paper, we survey the techniques for image-based rendering (IBR) and for compressing image-based representations. Unlike traditional three-dimensional (3-D) computer graphics, in which 3-D geometry of the scene is known, IBR techniques render novel views directly from input images. IBR techniques can be classified into three categories according to how much geometric information is used: rendering without geometry, rendering with implicit geometry (i.e., correspondence), and rendering with explicit geometry (either with approximate or accurate geometry). We discuss the characteristics of these categories and their representative techniques. IBR techniques demonstrate a surprising diverse range in their extent of use of images and geometry in representing 3-D scenes. We explore the issues in trading off the use of images and geometry by revisiting plenoptic-sampling analysis and the notions of view dependency and geometric proxies. Finally, we highlight compression techniques specifically designed for image-based representations. Such compression techniques are important in making IBR techniques practical.published_or_final_versio

    Information recovery from rank-order encoded images

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    The time to detection of a visual stimulus by the primate eye is recorded at 100 ā€“ 150ms. This near instantaneous recognition is in spite of the considerable processing required by the several stages of the visual pathway to recognise and react to a visual scene. How this is achieved is still a matter of speculation. Rank-order codes have been proposed as a means of encoding by the primate eye in the rapid transmission of the initial burst of information from the sensory neurons to the brain. We study the efficiency of rank-order codes in encoding perceptually-important information in an image. VanRullen and Thorpe built a model of the ganglion cell layers of the retina to simulate and study the viability of rank-order as a means of encoding by retinal neurons. We validate their model and quantify the information retrieved from rank-order encoded images in terms of the visually-important information recovered. Towards this goal, we apply the ā€˜perceptual information preservation algorithmā€™, proposed by Petrovic and Xydeas after slight modification. We observe a low information recovery due to losses suffered during the rank-order encoding and decoding processes. We propose to minimise these losses to recover maximum information in minimum time from rank-order encoded images. We first maximise information recovery by using the pseudo-inverse of the filter-bank matrix to minimise losses during rankorder decoding. We then apply the biological principle of lateral inhibition to minimise losses during rank-order encoding. In doing so, we propose the Filteroverlap Correction algorithm. To test the perfomance of rank-order codes in a biologically realistic model, we design and simulate a model of the foveal-pit ganglion cells of the retina keeping close to biological parameters. We use this as a rank-order encoder and analyse its performance relative to VanRullen and Thorpeā€™s retinal model

    Artistic Path Space Editing of Physically Based Light Transport

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    Die Erzeugung realistischer Bilder ist ein wichtiges Ziel der Computergrafik, mit Anwendungen u.a. in der Spielfilmindustrie, Architektur und Medizin. Die physikalisch basierte Bildsynthese, welche in letzter Zeit anwendungsĆ¼bergreifend weiten Anklang findet, bedient sich der numerischen Simulation des Lichttransports entlang durch die geometrische Optik vorgegebener Ausbreitungspfade; ein Modell, welches fĆ¼r Ć¼bliche Szenen ausreicht, Photorealismus zu erzielen. Insgesamt gesehen ist heute das computergestĆ¼tzte Verfassen von Bildern und Animationen mit wohlgestalteter und theoretisch fundierter Schattierung stark vereinfacht. Allerdings ist bei der praktischen Umsetzung auch die RĆ¼cksichtnahme auf Details wie die Struktur des AusgabegerƤts wichtig und z.B. das Teilproblem der effizienten physikalisch basierten Bildsynthese in partizipierenden Medien ist noch weit davon entfernt, als gelƶst zu gelten. Weiterhin ist die Bildsynthese als Teil eines weiteren Kontextes zu sehen: der effektiven Kommunikation von Ideen und Informationen. Seien es nun Form und Funktion eines GebƤudes, die medizinische Visualisierung einer Computertomografie oder aber die Stimmung einer Filmsequenz -- Botschaften in Form digitaler Bilder sind heutzutage omniprƤsent. Leider hat die Verbreitung der -- auf Simulation ausgelegten -- Methodik der physikalisch basierten Bildsynthese generell zu einem Verlust intuitiver, feingestalteter und lokaler kĆ¼nstlerischer Kontrolle des finalen Bildinhalts gefĆ¼hrt, welche in vorherigen, weniger strikten Paradigmen vorhanden war. Die BeitrƤge dieser Dissertation decken unterschiedliche Aspekte der Bildsynthese ab. Dies sind zunƤchst einmal die grundlegende Subpixel-Bildsynthese sowie effiziente Bildsyntheseverfahren fĆ¼r partizipierende Medien. Im Mittelpunkt der Arbeit stehen jedoch AnsƤtze zum effektiven visuellen VerstƤndnis der Lichtausbreitung, die eine lokale kĆ¼nstlerische Einflussnahme ermƶglichen und gleichzeitig auf globaler Ebene konsistente und glaubwĆ¼rdige Ergebnisse erzielen. Hierbei ist die Kernidee, Visualisierung und Bearbeitung des Lichts direkt im alle mƶglichen Lichtpfade einschlieƟenden "Pfadraum" durchzufĆ¼hren. Dies steht im Gegensatz zu Verfahren nach Stand der Forschung, die entweder im Bildraum arbeiten oder auf bestimmte, isolierte Beleuchtungseffekte wie perfekte Spiegelungen, Schatten oder Kaustiken zugeschnitten sind. Die Erprobung der vorgestellten Verfahren hat gezeigt, dass mit ihnen real existierende Probleme der Bilderzeugung fĆ¼r Filmproduktionen gelƶst werden kƶnnen

    SciTech News Volume 71, No. 2 (2017)

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    Columns and Reports From the Editor 3 Division News Science-Technology Division 5 Chemistry Division 8 Engineering Division 9 Aerospace Section of the Engineering Division 12 Architecture, Building Engineering, Construction and Design Section of the Engineering Division 14 Reviews Sci-Tech Book News Reviews 16 Advertisements IEEE

    Platforms for handling and development of audiovisual data

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    EstĆ”gio realizado na MOG Solutions e orientado por VĆ­tor TeixeiraTese de mestrado integrado. Engenharia InformĆ”tca e ComputaĆ§Ć£o. Faculdade de Engenharia. Universidade do Porto. 200

    Light field image processing: an overview

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    Light field imaging has emerged as a technology allowing to capture richer visual information from our world. As opposed to traditional photography, which captures a 2D projection of the light in the scene integrating the angular domain, light fields collect radiance from rays in all directions, demultiplexing the angular information lost in conventional photography. On the one hand, this higher dimensional representation of visual data offers powerful capabilities for scene understanding, and substantially improves the performance of traditional computer vision problems such as depth sensing, post-capture refocusing, segmentation, video stabilization, material classification, etc. On the other hand, the high-dimensionality of light fields also brings up new challenges in terms of data capture, data compression, content editing, and display. Taking these two elements together, research in light field image processing has become increasingly popular in the computer vision, computer graphics, and signal processing communities. In this paper, we present a comprehensive overview and discussion of research in this field over the past 20 years. We focus on all aspects of light field image processing, including basic light field representation and theory, acquisition, super-resolution, depth estimation, compression, editing, processing algorithms for light field display, and computer vision applications of light field data

    New techniques for the scientific visualization of three-dimensional multi-variate and vector fields

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    Volume rendering allows us to represent a density cloud with ideal properties (single scattering, no self-shadowing, etc.). Scientific visualization utilizes this technique by mapping an abstract variable or property in a computer simulation to a synthetic density cloud. This thesis extends volume rendering from its limitation of isotropic density clouds to anisotropic and/or noisy density clouds. Design aspects of these techniques are discussed that aid in the comprehension of scientific information. Anisotropic volume rendering is used to represent vector based quantities in scientific visualization. Velocity and vorticity in a fluid flow, electric and magnetic waves in an electromagnetic simulation, and blood flow within the body are examples of vector based information within a computer simulation or gathered from instrumentation. Understand these fields can be crucial to understanding the overall physics or physiology. Three techniques for representing three-dimensional vector fields are presented: Line Bundles, Textured Splats and Hair Splats. These techniques are aimed at providing a high-level (qualitative) overview of the flows, offering the user a substantial amount of information with a single image or animation. Non-homogenous volume rendering is used to represent multiple variables. Computer simulations can typically have over thirty variables, which describe properties whose understanding are useful to the scientist. Trying to understand each of these separately can be time consuming. Trying to understand any cause and effect relationships between different variables can be impossible. NoiseSplats is introduced to represent two or more properties in a single volume rendering of the data. This technique is also aimed at providing a qualitative overview of the flows
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