32 research outputs found

    Efficient image-based rendering

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    Recent advancements in real-time ray tracing and deep learning have significantly enhanced the realism of computer-generated images. However, conventional 3D computer graphics (CG) can still be time-consuming and resource-intensive, particularly when creating photo-realistic simulations of complex or animated scenes. Image-based rendering (IBR) has emerged as an alternative approach that utilizes pre-captured images from the real world to generate realistic images in real-time, eliminating the need for extensive modeling. Although IBR has its advantages, it faces challenges in providing the same level of control over scene attributes as traditional CG pipelines and accurately reproducing complex scenes and objects with different materials, such as transparent objects. This thesis endeavors to address these issues by harnessing the power of deep learning and incorporating the fundamental principles of graphics and physical-based rendering. It offers an efficient solution that enables interactive manipulation of real-world dynamic scenes captured from sparse views, lighting positions, and times, as well as a physically-based approach that facilitates accurate reproduction of the view dependency effect resulting from the interaction between transparent objects and their surrounding environment. Additionally, this thesis develops a visibility metric that can identify artifacts in the reconstructed IBR images without observing the reference image, thereby contributing to the design of an effective IBR acquisition pipeline. Lastly, a perception-driven rendering technique is developed to provide high-fidelity visual content in virtual reality displays while retaining computational efficiency.Jüngste Fortschritte im Bereich Echtzeit-Raytracing und Deep Learning haben den Realismus computergenerierter Bilder erheblich verbessert. Konventionelle 3DComputergrafik (CG) kann jedoch nach wie vor zeit- und ressourcenintensiv sein, insbesondere bei der Erstellung fotorealistischer Simulationen von komplexen oder animierten Szenen. Das bildbasierte Rendering (IBR) hat sich als alternativer Ansatz herauskristallisiert, bei dem vorab aufgenommene Bilder aus der realen Welt verwendet werden, um realistische Bilder in Echtzeit zu erzeugen, so dass keine umfangreiche Modellierung erforderlich ist. Obwohl IBR seine Vorteile hat, ist es eine Herausforderung, das gleiche Maß an Kontrolle über Szenenattribute zu bieten wie traditionelle CG-Pipelines und komplexe Szenen und Objekte mit unterschiedlichen Materialien, wie z.B. transparente Objekte, akkurat wiederzugeben. In dieser Arbeit wird versucht, diese Probleme zu lösen, indem die Möglichkeiten des Deep Learning genutzt und die grundlegenden Prinzipien der Grafik und des physikalisch basierten Renderings einbezogen werden. Sie bietet eine effiziente Lösung, die eine interaktive Manipulation von dynamischen Szenen aus der realen Welt ermöglicht, die aus spärlichen Ansichten, Beleuchtungspositionen und Zeiten erfasst wurden, sowie einen physikalisch basierten Ansatz, der eine genaue Reproduktion des Effekts der Sichtabhängigkeit ermöglicht, der sich aus der Interaktion zwischen transparenten Objekten und ihrer Umgebung ergibt. Darüber hinaus wird in dieser Arbeit eine Sichtbarkeitsmetrik entwickelt, mit der Artefakte in den rekonstruierten IBR-Bildern identifiziert werden können, ohne das Referenzbild zu betrachten, und die somit zur Entwicklung einer effektiven IBR-Erfassungspipeline beiträgt. Schließlich wird ein wahrnehmungsgesteuertes Rendering-Verfahren entwickelt, um visuelle Inhalte in Virtual-Reality-Displays mit hoherWiedergabetreue zu liefern und gleichzeitig die Rechenleistung zu erhalten

    Widening the view angle of auto-multiscopic display, denoising low brightness light field data and 3D reconstruction with delicate details

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    This doctoral thesis will present the results of my work into widening the viewing angle of the auto-multiscopic display, denoising light filed data the enhancement of captured light filed data captured in low light circumstance, and the attempts on reconstructing the subject surface with delicate details from microscopy image sets. The automultiscopic displays carefully control the distribution of emitted light over space, direction (angle) and time so that even a static image displayed can encode parallax across viewing directions (light field). This allows simultaneous observation by multiple viewers, each perceiving 3D from their own (correct) perspective. Currently, the illusion can only be effectively maintained over a narrow range of viewing angles. We propose and analyze a simple solution to widen the range of viewing angles for automultiscopic displays that use parallax barriers. We insert a refractive medium, with a high refractive index, between the display and parallax barriers. The inserted medium warps the exitant lightfield in a way that increases the potential viewing angle. We analyze the consequences of this warp and build a prototype with a 93% increase in the effective viewing angle. Additionally, we developed an integral images synthesis method that can address the refraction introduced by the inserted medium efficiently without the use of ray tracing. Capturing light field image with a short exposure time is preferable for eliminating the motion blur but it also leads to low brightness in a low light environment, which results in a low signal noise ratio. Most light field denoising methods apply regular 2D image denoising method to the sub-aperture images of a 4D light field directly, but it is not suitable for focused light field data whose sub-aperture image resolution is too low to be applied regular denoising methods. Therefore, we propose a deep learning denoising method based on micro lens images of focused light field to denoise the depth map and the original micro lens image set simultaneously, and achieved high quality total focused images from the low focused light field data. In areas like digital museum, remote researching, 3D reconstruction with delicate details of subjects is desired and technology like 3D reconstruction based on macro photography has been used successfully for various purposes. We intend to push it further by using microscope rather than macro lens, which is supposed to be able to capture the microscopy level details of the subject. We design and implement a scanning method which is able to capture microscopy image set from a curve surface based on robotic arm, and the 3D reconstruction method suitable for the microscopy image set

    Methods for Light Field Display Profiling and Scalable Super-Multiview Video Coding

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    Light field 3D displays reproduce the light field of real or synthetic scenes, as observed by multiple viewers, without the necessity of wearing 3D glasses. Reproducing light fields is a technically challenging task in terms of optical setup, content creation, distributed rendering, among others; however, the impressive visual quality of hologramlike scenes, in full color, with real-time frame rates, and over a very wide field of view justifies the complexity involved. Seeing objects popping far out from the screen plane without glasses impresses even those viewers who have experienced other 3D displays before.Content for these displays can either be synthetic or real. The creation of synthetic (rendered) content is relatively well understood and used in practice. Depending on the technique used, rendering has its own complexities, quite similar to the complexity of rendering techniques for 2D displays. While rendering can be used in many use-cases, the holy grail of all 3D display technologies is to become the future 3DTVs, ending up in each living room and showing realistic 3D content without glasses. Capturing, transmitting, and rendering live scenes as light fields is extremely challenging, and it is necessary if we are about to experience light field 3D television showing real people and natural scenes, or realistic 3D video conferencing with real eye-contact.In order to provide the required realism, light field displays aim to provide a wide field of view (up to 180°), while reproducing up to ~80 MPixels nowadays. Building gigapixel light field displays is realistic in the next few years. Likewise, capturing live light fields involves using many synchronized cameras that cover the same display wide field of view and provide the same high pixel count. Therefore, light field capture and content creation has to be well optimized with respect to the targeted display technologies. Two major challenges in this process are addressed in this dissertation.The first challenge is how to characterize the display in terms of its capabilities to create light fields, that is how to profile the display in question. In clearer terms this boils down to finding the equivalent spatial resolution, which is similar to the screen resolution of 2D displays, and angular resolution, which describes the smallest angle, the color of which the display can control individually. Light field is formalized as 4D approximation of the plenoptic function in terms of geometrical optics through spatiallylocalized and angularly-directed light rays in the so-called ray space. Plenoptic Sampling Theory provides the required conditions to sample and reconstruct light fields. Subsequently, light field displays can be characterized in the Fourier domain by the effective display bandwidth they support. In the thesis, a methodology for displayspecific light field analysis is proposed. It regards the display as a signal processing channel and analyses it as such in spectral domain. As a result, one is able to derive the display throughput (i.e. the display bandwidth) and, subsequently, the optimal camera configuration to efficiently capture and filter light fields before displaying them.While the geometrical topology of optical light sources in projection-based light field displays can be used to theoretically derive display bandwidth, and its spatial and angular resolution, in many cases this topology is not available to the user. Furthermore, there are many implementation details which cause the display to deviate from its theoretical model. In such cases, profiling light field displays in terms of spatial and angular resolution has to be done by measurements. Measurement methods that involve the display showing specific test patterns, which are then captured by a single static or moving camera, are proposed in the thesis. Determining the effective spatial and angular resolution of a light field display is then based on an automated analysis of the captured images, as they are reproduced by the display, in the frequency domain. The analysis reveals the empirical limits of the display in terms of pass-band both in the spatial and angular dimension. Furthermore, the spatial resolution measurements are validated by subjective tests confirming that the results are in line with the smallest features human observers can perceive on the same display. The resolution values obtained can be used to design the optimal capture setup for the display in question.The second challenge is related with the massive number of views and pixels captured that have to be transmitted to the display. It clearly requires effective and efficient compression techniques to fit in the bandwidth available, as an uncompressed representation of such a super-multiview video could easily consume ~20 gigabits per second with today’s displays. Due to the high number of light rays to be captured, transmitted and rendered, distributed systems are necessary for both capturing and rendering the light field. During the first attempts to implement real-time light field capturing, transmission and rendering using a brute force approach, limitations became apparent. Still, due to the best possible image quality achievable with dense multi-camera light field capturing and light ray interpolation, this approach was chosen as the basis of further work, despite the massive amount of bandwidth needed. Decompression of all camera images in all rendering nodes, however, is prohibitively time consuming and is not scalable. After analyzing the light field interpolation process and the data-access patterns typical in a distributed light field rendering system, an approach to reduce the amount of data required in the rendering nodes has been proposed. This approach, on the other hand, requires rectangular parts (typically vertical bars in case of a Horizontal Parallax Only light field display) of the captured images to be available in the rendering nodes, which might be exploited to reduce the time spent with decompression of video streams. However, partial decoding is not readily supported by common image / video codecs. In the thesis, approaches aimed at achieving partial decoding are proposed for H.264, HEVC, JPEG and JPEG2000 and the results are compared.The results of the thesis on display profiling facilitate the design of optimal camera setups for capturing scenes to be reproduced on 3D light field displays. The developed super-multiview content encoding also facilitates light field rendering in real-time. This makes live light field transmission and real-time teleconferencing possible in a scalable way, using any number of cameras, and at the spatial and angular resolution the display actually needs for achieving a compelling visual experience

    Web-based Stereoscopic Collaboration for Medical Visualization

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    Medizinische Volumenvisualisierung ist ein wertvolles Werkzeug zur Betrachtung von Volumen- daten in der medizinischen Praxis und Lehre. Eine interaktive, stereoskopische und kollaborative Darstellung in Echtzeit ist notwendig, um die Daten vollständig und im Detail verstehen zu können. Solche Visualisierung von hochauflösenden Daten ist jedoch wegen hoher Hardware- Anforderungen fast nur an speziellen Visualisierungssystemen möglich. Remote-Visualisierung wird verwendet, um solche Visualisierung peripher nutzen zu können. Dies benötigt jedoch fast immer komplexe Software-Deployments, wodurch eine universelle ad-hoc Nutzbarkeit erschwert wird. Aus diesem Sachverhalt ergibt sich folgende Hypothese: Ein hoch performantes Remote- Visualisierungssystem, welches für Stereoskopie und einfache Benutzbarkeit spezialisiert ist, kann für interaktive, stereoskopische und kollaborative medizinische Volumenvisualisierung genutzt werden. Die neueste Literatur über Remote-Visualisierung beschreibt Anwendungen, welche nur reine Webbrowser benötigen. Allerdings wird bei diesen kein besonderer Schwerpunkt auf die perfor- mante Nutzbarkeit von jedem Teilnehmer gesetzt, noch die notwendige Funktion bereitgestellt, um mehrere stereoskopische Präsentationssysteme zu bedienen. Durch die Bekanntheit von Web- browsern, deren einfach Nutzbarkeit und weite Verbreitung hat sich folgende spezifische Frage ergeben: Können wir ein System entwickeln, welches alle Aspekte unterstützt, aber nur einen reinen Webbrowser ohne zusätzliche Software als Client benötigt? Ein Proof of Concept wurde durchgeführt um die Hypothese zu verifizieren. Dazu gehörte eine Prototyp-Entwicklung, deren praktische Anwendung, deren Performanzmessung und -vergleich. Der resultierende Prototyp (CoWebViz) ist eines der ersten Webbrowser basierten Systeme, welches flüssige und interaktive Remote-Visualisierung in Realzeit und ohne zusätzliche Soft- ware ermöglicht. Tests und Vergleiche zeigen, dass der Ansatz eine bessere Performanz hat als andere ähnliche getestete Systeme. Die simultane Nutzung verschiedener stereoskopischer Präsen- tationssysteme mit so einem einfachen Remote-Visualisierungssystem ist zur Zeit einzigartig. Die Nutzung für die normalerweise sehr ressourcen-intensive stereoskopische und kollaborative Anatomieausbildung, gemeinsam mit interkontinentalen Teilnehmern, zeigt die Machbarkeit und den vereinfachenden Charakter des Ansatzes. Die Machbarkeit des Ansatzes wurde auch durch die erfolgreiche Nutzung für andere Anwendungsfälle gezeigt, wie z.B. im Grid-computing und in der Chirurgie

    A Modular and Open-Source Framework for Virtual Reality Visualisation and Interaction in Bioimaging

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    Life science today involves computational analysis of a large amount and variety of data, such as volumetric data acquired by state-of-the-art microscopes, or mesh data from analysis of such data or simulations. The advent of new imaging technologies, such as lightsheet microscopy, has resulted in the users being confronted with an ever-growing amount of data, with even terabytes of imaging data created within a day. With the possibility of gentler and more high-performance imaging, the spatiotemporal complexity of the model systems or processes of interest is increasing as well. Visualisation is often the first step in making sense of this data, and a crucial part of building and debugging analysis pipelines. It is therefore important that visualisations can be quickly prototyped, as well as developed or embedded into full applications. In order to better judge spatiotemporal relationships, immersive hardware, such as Virtual or Augmented Reality (VR/AR) headsets and associated controllers are becoming invaluable tools. In this work we present scenery, a modular and extensible visualisation framework for the Java VM that can handle mesh and large volumetric data, containing multiple views, timepoints, and color channels. scenery is free and open-source software, works on all major platforms, and uses the Vulkan or OpenGL rendering APIs. We introduce scenery's main features, and discuss its use with VR/AR hardware and in distributed rendering. In addition to the visualisation framework, we present a series of case studies, where scenery can provide tangible benefit in developmental and systems biology: With Bionic Tracking, we demonstrate a new technique for tracking cells in 4D volumetric datasets via tracking eye gaze in a virtual reality headset, with the potential to speed up manual tracking tasks by an order of magnitude. We further introduce ideas to move towards virtual reality-based laser ablation and perform a user study in order to gain insight into performance, acceptance and issues when performing ablation tasks with virtual reality hardware in fast developing specimen. To tame the amount of data originating from state-of-the-art volumetric microscopes, we present ideas how to render the highly-efficient Adaptive Particle Representation, and finally, we present sciview, an ImageJ2/Fiji plugin making the features of scenery available to a wider audience.:Abstract Foreword and Acknowledgements Overview and Contributions Part 1 - Introduction 1 Fluorescence Microscopy 2 Introduction to Visual Processing 3 A Short Introduction to Cross Reality 4 Eye Tracking and Gaze-based Interaction Part 2 - VR and AR for System Biology 5 scenery — VR/AR for Systems Biology 6 Rendering 7 Input Handling and Integration of External Hardware 8 Distributed Rendering 9 Miscellaneous Subsystems 10 Future Development Directions Part III - Case Studies C A S E S T U D I E S 11 Bionic Tracking: Using Eye Tracking for Cell Tracking 12 Towards Interactive Virtual Reality Laser Ablation 13 Rendering the Adaptive Particle Representation 14 sciview — Integrating scenery into ImageJ2 & Fiji Part IV - Conclusion 15 Conclusions and Outlook Backmatter & Appendices A Questionnaire for VR Ablation User Study B Full Correlations in VR Ablation Questionnaire C Questionnaire for Bionic Tracking User Study List of Tables List of Figures Bibliography Selbstständigkeitserklärun

    On Improving Generalization of CNN-Based Image Classification with Delineation Maps Using the CORF Push-Pull Inhibition Operator

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    Deployed image classification pipelines are typically dependent on the images captured in real-world environments. This means that images might be affected by different sources of perturbations (e.g. sensor noise in low-light environments). The main challenge arises by the fact that image quality directly impacts the reliability and consistency of classification tasks. This challenge has, hence, attracted wide interest within the computer vision communities. We propose a transformation step that attempts to enhance the generalization ability of CNN models in the presence of unseen noise in the test set. Concretely, the delineation maps of given images are determined using the CORF push-pull inhibition operator. Such an operation transforms an input image into a space that is more robust to noise before being processed by a CNN. We evaluated our approach on the Fashion MNIST data set with an AlexNet model. It turned out that the proposed CORF-augmented pipeline achieved comparable results on noise-free images to those of a conventional AlexNet classification model without CORF delineation maps, but it consistently achieved significantly superior performance on test images perturbed with different levels of Gaussian and uniform noise

    Recent Advances in Signal Processing

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    The signal processing task is a very critical issue in the majority of new technological inventions and challenges in a variety of applications in both science and engineering fields. Classical signal processing techniques have largely worked with mathematical models that are linear, local, stationary, and Gaussian. They have always favored closed-form tractability over real-world accuracy. These constraints were imposed by the lack of powerful computing tools. During the last few decades, signal processing theories, developments, and applications have matured rapidly and now include tools from many areas of mathematics, computer science, physics, and engineering. This book is targeted primarily toward both students and researchers who want to be exposed to a wide variety of signal processing techniques and algorithms. It includes 27 chapters that can be categorized into five different areas depending on the application at hand. These five categories are ordered to address image processing, speech processing, communication systems, time-series analysis, and educational packages respectively. The book has the advantage of providing a collection of applications that are completely independent and self-contained; thus, the interested reader can choose any chapter and skip to another without losing continuity

    Universal 4D multiplexing of layered disparity image sequences for pixel and voxel based display devices

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    Biomedical Engineering

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    Biomedical engineering is currently relatively wide scientific area which has been constantly bringing innovations with an objective to support and improve all areas of medicine such as therapy, diagnostics and rehabilitation. It holds a strong position also in natural and biological sciences. In the terms of application, biomedical engineering is present at almost all technical universities where some of them are targeted for the research and development in this area. The presented book brings chosen outputs and results of research and development tasks, often supported by important world or European framework programs or grant agencies. The knowledge and findings from the area of biomaterials, bioelectronics, bioinformatics, biomedical devices and tools or computer support in the processes of diagnostics and therapy are defined in a way that they bring both basic information to a reader and also specific outputs with a possible further use in research and development

    New advances in vehicular technology and automotive engineering

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    An automobile was seen as a simple accessory of luxury in the early years of the past century. Therefore, it was an expensive asset which none of the common citizen could afford. It was necessary to pass a long period and waiting for Henry Ford to establish the first plants with the series fabrication. This new industrial paradigm makes easy to the common American to acquire an automobile, either for running away or for working purposes. Since that date, the automotive research grown exponentially to the levels observed in the actuality. Now, the automobiles are indispensable goods; saying with other words, the automobile is a first necessity article in a wide number of aspects of living: for workers to allow them to move from their homes into their workplaces, for transportation of students, for allowing the domestic women in their home tasks, for ambulances to carry people with decease to the hospitals, for transportation of materials, and so on, the list don’t ends. The new goal pursued by the automotive industry is to provide electric vehicles at low cost and with high reliability. This commitment is justified by the oil’s peak extraction on 50s of this century and also by the necessity to reduce the emissions of CO2 to the atmosphere, as well as to reduce the needs of this even more valuable natural resource. In order to achieve this task and to improve the regular cars based on oil, the automotive industry is even more concerned on doing applied research on technology and on fundamental research of new materials. The most important idea to retain from the previous introduction is to clarify the minds of the potential readers for the direct and indirect penetration of the vehicles and the vehicular industry in the today’s life. In this sequence of ideas, this book tries not only to fill a gap by presenting fresh subjects related to the vehicular technology and to the automotive engineering but to provide guidelines for future research. This book account with valuable contributions from worldwide experts of automotive’s field. The amount and type of contributions were judiciously selected to cover a broad range of research. The reader can found the most recent and cutting-edge sources of information divided in four major groups: electronics (power, communications, optics, batteries, alternators and sensors), mechanics (suspension control, torque converters, deformation analysis, structural monitoring), materials (nanotechnology, nanocomposites, lubrificants, biodegradable, composites, structural monitoring) and manufacturing (supply chains). We are sure that you will enjoy this book and will profit with the technical and scientific contents. To finish, we are thankful to all of those who contributed to this book and who made it possible.info:eu-repo/semantics/publishedVersio
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